Qui suis-je ?

Je m'appelle Damien Jules EMMA, né le 6 décembre 1999. Je suis un passionné de jeux vidéo de l'île de la Réunion qui aime jouer, mais aussi programmer, écrire des histoires, et créer des jeux.

Projets de Bachelor

Bachelor Game Designer

Quelques projets que j'ai menés pendant mon Bachelor Game Designer à l'Institut Artline.

Projets personnels

Projets personnels

Certains projets que j'ai réalisés ou que je réalise actuellement à des fins personnelles.

Bachelor Game Designer


Bachelor 3 Game Design : 2024-2025

Cette année, l'accent a été mis sur les jeux vidéo.


Bachelor 2 Game Design : 2023-2024

Cette année, l'accent a été mis sur les jeux de société.


Prépa Jeu (1ʳᵉ année) : 2022-2023

Prépa Jeu (1ʳᵉ année) : 2022-2023

Projet Game Jam (Projet de Fin d'Année) : Sun Of Honor

Le projet de fin d'année a consisté en une game jam sur RPG Maker VX Ace. Pendant quatre semaines, Sébastien VOGLER et moi avons travaillé sur un petit action-adventure RPG avec combat au tour par tour et énigmes.

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Prépa Jeu (1ʳᵉ année) : 2022-2023

Projet Escape Game : The Matriochka Protocol

Le projet pour ce module était de créer un escape game sur Minecraft Java Edition en groupe.

Nous avons été divisés en groupes de huit, et j'étais le projet manager du mien. Mais la déception n'a pas tardé à s'installer : sur les huit membres du groupe, quatre n'ont pas donné signe de vie, un a fini par disparaître en cours de route et les deux autres ont été plus actifs vers la fin. En gros, j'ai fait environ 85% du travail. En plus, il y avait très peu de communication au sein du groupe.

Prépa Jeu (1ʳᵉ année) : 2022-2023

Projet d'Initiation au Game et Level Design : Destination: Ether

Le projet de ce module consistait à créer un prototype de jeu sur Game Builder individuellement. Mon projet s'appelait Destination : Ether.

Prépa Jeu (1ʳᵉ année) : 2022-2023

Projet d'Initiation au Game et Level Design : Destination : Ether

Le projet pour ce module était de créer un prototype de jeu sur Game Builder individuellement. Mon projet s'appelait Destination : Ether.

Projet d'Initiation au Game et Level Design : Destination : Ether

Concept

Destination : Ether est un jeu d'action-aventure qui se joue principalement à la troisième personne. Le joueur incarne Chronus, un renard combattant à l'épée capable d'arrêter temporairement le temps dans une ville futuriste. Il doit naviguer dans les étages d'une tour remplie de puzzles, ennemis et plateformes afin d'atteindre le dernier étage et la porte menant à la destination finale, l'Ether, le domaine des dieux.

Projet d'Initiation au Game et Level Design : Destination : Ether

The city and the central tower

The city: game tutorial

The player can move freely around the city in which they appear when the game is launched. This allows them to discover the first mechanics of the game. It is here that the player must pass their first test, which is to find the gatekeeper of the tower and answer its question correctly.

Projet d'Initiation au Game et Level Design : Destination : Ether

The city and the central tower

The central tower

Once the tower doors are open, the game enters its second phase: climbing the tower.

On each floor of the tower, there is a test that the player must pass in order to reach the next floor. The only floors where there is no test are the ground floor and the 6th floor, which serve as checkpoints.

There are three different types of test:

Platforms: the player will have to pass a course of platforms that can be stationary or moving. There may be traps along the way, such as fake platforms or lava pits.

Puzzles: the player must solve puzzles in order to progress. The puzzles are multiple-choice questions posed by a console or a gatekeeper.

Battle stages: some floors will be battle stages where players will have to fight enemies.

The final test, on the top floor, is a question that will force players to think hard, because if they fail, they will have lost the game.

At the end of each floor, except the last, there are two energy boxes that allow you to regain health.

Projet d'Initiation au Game et Level Design : Destination : Ether

Battle mechanics

Health

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Health is symbolised by a bar at the top left of the screen. The player has 100 health points, which decrease according to the damage taken. Health points can be recovered from energy boxes and checkpoints.

Energy boxes restore 25 health points and checkpoints fully restore the health bar.

When the health bar is empty, the player dies and reappears at the last checkpoint.

Projet d'Initiation au Game et Level Design : Destination : Ether

Battle mechanics

Player skills

Chronus can walk, run, jump, interact with his environment, carry objects, fight with a sword and stop time for five seconds.

Sword Fighting

The player fights with a sword in hand-to-hand combat, inflicting 2 points of damage. They can use the obstacles in the arenas to take cover, and run by holding down the sprint button to avoid enemy attacks.

Projet d'Initiation au Game et Level Design : Destination : Ether

Battle mechanics

Player skills

Stopping time

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This is the main mechanic of Destination: Ether. This ability stops time for five seconds. During this time, all enemies are at a standstill, allowing the player to attack them and move around without any problems. The player must wait 15 seconds between each use.

To let players know how much time is left before time returns to normal and they can reuse their ability, a cooldown will be displayed in the top right-hand corner of the screen.

Projet d'Initiation au Game et Level Design : Destination : Ether

Battle mechanics

The enemies

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The game's enemies are robots that attack from a distance. They all have a colour, which helps define their power: yellow < blue < red < white.

The yellow, blue and red robots can be found from the first floor, but the white ones can only be found after the 6th floor.

The arenas can have the following configurations:

  • 3 yellow

  • 3 blue

  • One blue and 3 yellow

  • 2 red

  • One red and 2 blue

  • One white

Projet d'Initiation au Game et Level Design : Destination : Ether

Making-of

I managed to master the game and level design, even though I had to remove some elements not mentioned here and some floors of the tower during level building due to lack of time. I also had problems finding someone to test my prototype.

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Prépa Jeu (1ʳᵉ année) : 2022-2023

Escape Game Project: The Matrochka Protocol

The project for this module was to create an escape game on Minecraft Java Edition as a group.

We were divided into groups of eight, and I was the project manager for mine. But it didn't take long for the disappointment to set in: of the eight members of the group, four didn't show any sign of life, one ended up disappearing along the way and the other two were more active towards the end. Basically, I did about 85% of the work. On top of that, there was very little communication within the group.

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Escape Game Project: The Matrochka Protocol

My role

As I said earlier, I was the group's project manager. I was in charge of narrative design, build and programming, as well as managing the Minecraft server, which I owned. (The server no longer exists.)

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Escape Game Project: The Matrochka Protocol

Work carried out

During the first week of the project, we researched escape rooms in our respective regions and did some initial brainstorming. We had a hard time agreeing on a concept, but after pooling our ideas, we settled on the principle of a matryoshka, i.e. having rooms that fit into each other.

This is how we chose to set the scene: a car in a container on a cargo ship moored on a desert island.

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Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

The scenario, which I worked on, is that a group of people with no apparent connection have been captured by a stranger, played by the game master, and they have twenty minutes to escape.

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Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

Once outside, they find themselves on the deck of the ship, with several containers arranged to form a maze. As well as the containers, there are lasers to deactivate, the switch for which is hidden in a container.

Just after, another laser blocks the path, but no switch this time, so they have to be bypassed by passing through a hidden passage in a container leading to the boat's hold.

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Escape Game Project: The Matrochka Protocol

Work carried out

Scenario and gameplay

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Escape Game Project: The Matrochka Protocol

Work carried out

Personal work

I implemented most of the puzzles and clues and did a large part of the build. I also fine-tuned some of the puzzle details. I also did the trailer.

The boat is based on a schematic I found on the Internet that I reworked.

Prépa Jeu (1ʳᵉ année) : 2022-2023

Game Jam Project (End-of-year Project): Sun Of Honor

The end-of-year project consisted of a game jam on RPG Maker VX Ace. For four weeks, me and Sébastien VOGLER (another learner at the time) worked on a small action-adventure RPG with turn-based combat and puzzles.

Game Jam Project (End-of-year Project): Sun Of Honor

My role

I was in charge of programming and designing the game's combat system. I also took care of the narrative design. Not only that, but I also helped Sébastien with the level building, correcting mistakes and doing a bit of decoration.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Brainstorming

During the brainstorming session, I proposed the idea of a labyrinth within a temple descending in depth with puzzles and turn-based combat. We agreed that each floor of the temple would correspond to a particular theme and that each floor would be divided into three rooms, apart from the entrance and the final floor.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Floors between the ground floor and the final floor

Each floor between the ground floor and the final floor consists of a central hub, a room with combat only and a room with puzzles only. Players must choose one of the two rooms on each floor, and once they have entered one room, the other closes permanently. In the central hub of these floors, there are also two staircases, one that allows you to go back up and one that is blocked by default, allowing them to go down once the chosen room has been completed.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Entrance and final floor

The entrance features a central hub and a shop where you can buy items and equipment. In the central hub, there is a staircase for descending and an NPC who heals the team when spoken to.

The final floor is the treasure floor and includes an arena with the final boss and the treasure room.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Basements

The theme of the first basement is ice, that of the second is lightning and that of the third is shadow.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Classes

Classes are determined by default. The team is made up of a swordsman, a protector, an archer, a healer, and an alchemist. Like the enemies, each class has its own specific characteristics. The swordsman can use physical and special attacks with his sword and dagger. The protector can only use physical attacks with the dagger, can wear a targe or shield and can protect at least one ally. The archer can use physical attacks with the dagger and physical and special attacks with the bow. The healer can use physical attacks with a staff and heal allies. The alchemist can use physical and magical attacks with a staff.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Concept

Game start

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The game begins in an abandoned village where the temple is located. On the way, the players meet an NPC who tells them the legend of the temple and its treasure, the Amulet of the Sun, and gives them the key to the first floor of the temple.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Conception

We started by creating test labs. I created a lab for the random encounters and one for the fight against the first boss.

Over the following weeks, we each separately worked on our own part of the game, while reviewing progress together several times a week. Sébastien took care of the level building for each part of the game, while I created the characters, classes, enemies, equipment, and items. I also often made changes to the game's decoration and programmed the game's introduction and ending. I also helped Sébastien program the puzzles.

For the combat system, I created a script so that when characters level up, their HP and SP are recalculated according to their new maximum HP and SP. I also had to add some scripts I'd found on the Internet to improve the combat interface. I had no other way than to use scripts, RPG Maker VX Ace being limited at this level.

Game Jam Project (End-of-year Project): Sun Of Honor

Work carried out

Tests

I took care of the testing phase by having two of my friends test the game. I recorded the two tests so that Sébastien could watch them on his own.

Following the first test, I made some changes to the various enemies and combat rooms to reduce the encounter rate and make the enemies more resistant.

By the time of the second test, it was too late to make any changes to the concept. However, an interesting comment came out of it: I should have included a way to see enemy HP in the combat interface.

Game Jam Project (End-of-year Project): Sun Of Honor

Post-mortem

What went right

The start-up went very smoothly, and we quickly came up with ideas for the game. We managed to help each other design the levels, and we were able to communicate quite frequently, which enabled us to move forward quite quickly.

What went wrong

There were some disagreements about the level design. We didn't have the same ideas for the design of the hubs, particularly about the position of the shop in the temple, which slowed us down. In the end, we managed to come to an agreement on this. We also had a few disagreements about the theme of the level building in the second basement. Sébastien thought it couldn't be done with RPG Maker VX Ace tiles, but I managed to convince him otherwise.

There were also some technical problems with the programming of the puzzles, more specifically the one in the first basement with regard to being able to slide on the ice. Sébastien came up with a solution, even though at first I had my doubts about the validity of the solution due to a misunderstanding of the instructions.

What to do next time

The main area for improvement would be team cohesion. Even if we were able to communicate properly, we were slowed down by our disagreements over the design of the game.

Projets professionnels

Stages et projets d'entreprise/studio/freelance

Projets professionnels

Quelques projets que j'ai réalisés ou que je réalise actuellement lors de stages et d'emplois pour des entreprises/studios ou en tant qu'indépendant.

Projets personnels

Projet d'écriture

The Alchemy of Love and Freedom

The Alchemy of Love and Freedom est un webnovel se déroulant dans un univers steampunk nommé Nyctolats dans lequel les lecteurs suivent les aventures de l'alchimiste Alan Kuronomi et de sa petite amie et étudiante Kataria.

Projet de jeu

TAoLaF: Nocturne

TAoLaF : Nocturne est un jeu de rôle qui se déroule quelques décennies après les événements de The Alchemy of Love and Freedom. Dans ce jeu, vous incarnerez KitKat, une Nyctalfe artiste urbaine engagée.

Avec KitKat, parcourez l'Empire d'Orion pour taguer sur les murs le cri de douleur des Nyctalfs qui sont maltraités et discriminés à cause de la guerre. Évitez la Milice Impériale et la Milice Secrète envoyées par le Conseil d'Orion pour vous arrêter. Gagnez plus de followers sur votre blog pour améliorer vos compétences et débloquer plus de territoires à taguer.

Le Guide du K!75UVERSE

K!75UVERSE

Le Guide du K!75UVERSE

J'ai créé une encyclopédie en ligne sur carrd.co pour développer les éléments de chaque projet d'écriture que j'ai réalisé personnellement.