<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Game on slurdge•org</title><link>https://www.slurdge.org/categories/game/</link><description>Recent content in Game on slurdge•org</description><generator>Hugo</generator><language>en</language><copyright>© slurdge 1999-2026. All rights reserved.</copyright><lastBuildDate>Fri, 30 Nov 2018 00:00:00 +0000</lastBuildDate><atom:link href="https://www.slurdge.org/categories/game/index.xml" rel="self" type="application/rss+xml"/><item><title>Chut!</title><link>https://www.slurdge.org/project/chut/</link><pubDate>Fri, 30 Nov 2018 00:00:00 +0000</pubDate><guid>https://www.slurdge.org/project/chut/</guid><description>&lt;p&gt;I was brought on this project to develop the game. Art and basic gameplay were already done, but the deadline was quite short.
I developed the following points:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Automatic CI and builds for Unity&lt;/li&gt;
&lt;li&gt;Import toolchain&lt;/li&gt;
&lt;li&gt;Level Editor within Unity&lt;/li&gt;
&lt;li&gt;Integration of assets&lt;/li&gt;
&lt;li&gt;Gameplay&lt;/li&gt;
&lt;li&gt;Testing&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It was quite a challenge as art was already done and the margin for modification was narrow. However this educational game was extremely well received.&lt;/p&gt;</description></item><item><title>Gray Matter</title><link>https://www.slurdge.org/project/gray-matter/</link><pubDate>Sat, 19 Mar 2011 00:00:00 +0000</pubDate><guid>https://www.slurdge.org/project/gray-matter/</guid><description>&lt;p&gt;On this project, my help was required for the scripting backend of the game.
Central point, this systems allow non developers to give instructions to the
game in order to have a rich gameplay.&lt;/p&gt;
&lt;p&gt;I was involved in the following points:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;LUA debugging&lt;/li&gt;
&lt;li&gt;LUA optimization&lt;/li&gt;
&lt;li&gt;LUA memory tracking and management&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Build upon my serious skills in scripts languages and in LUA, the script
subsystem was overhauled to provide a consistent behavior.&lt;/p&gt;</description></item><item><title>SoBlonde : Back to the Island</title><link>https://www.slurdge.org/project/soblonde-back-to-the-island/</link><pubDate>Sat, 05 Mar 2011 00:00:00 +0000</pubDate><guid>https://www.slurdge.org/project/soblonde-back-to-the-island/</guid><description>&lt;p&gt;This game, all screenshots and accompanying materials are copyright Wizarbox.&lt;/p&gt;
&lt;p&gt;This an adventure game developed for the DS/Wii. You are Sunny, a young blond woman who&amp;rsquo;s lost on a pirate island. Will you be able to unravel the mysteries around the island and to escape ? The game feature an impressive 2D/3D combination for the DS, with smooth controls and exiting enigmas !&lt;/p&gt;
&lt;p&gt;For this game, I developed mainly:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Initial port of PC scenes&lt;/li&gt;
&lt;li&gt;Main engine
&lt;ul&gt;
&lt;li&gt;Scene renderer&lt;/li&gt;
&lt;li&gt;Sprite renderer&lt;/li&gt;
&lt;li&gt;Animation system&lt;/li&gt;
&lt;li&gt;Dialog system&lt;/li&gt;
&lt;li&gt;3D/2D compositing without Z-buffer, the DS doesn&amp;rsquo;t support it&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Tools
&lt;ul&gt;
&lt;li&gt;Image exporter&lt;/li&gt;
&lt;li&gt;Dialog compiler&lt;/li&gt;
&lt;li&gt;Scene compiler&lt;/li&gt;
&lt;li&gt;Scene Editor&lt;/li&gt;
&lt;li&gt;Dialog Editor&lt;/li&gt;
&lt;li&gt;Localize&lt;/li&gt;
&lt;li&gt;Scene exporter&lt;/li&gt;
&lt;li&gt;Font compiler&lt;/li&gt;
&lt;li&gt;LZMA compressor&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I also developed the localization process that allow the game to be fully
translated in any Unicode compatible language (all :-) ).&lt;/p&gt;</description></item><item><title>Risen</title><link>https://www.slurdge.org/project/risen/</link><pubDate>Fri, 04 Mar 2011 00:00:00 +0000</pubDate><guid>https://www.slurdge.org/project/risen/</guid><description>&lt;p&gt;This game, being rich and open, provided with plentiful challenges in order to
have run on the Xbox360. But first, kudos to the Piranha Bytes team for
creating such a great game !&lt;/p&gt;
&lt;p&gt;I was involved in the optimization and fitting part, doing work from memory to
graphics.&lt;/p&gt;
&lt;p&gt;My expertise on constrained systems was useful for&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Memory analysis and tuning&lt;/li&gt;
&lt;li&gt;Performance enhancement, CPU/GPU wise.&lt;/li&gt;
&lt;li&gt;Localization stripping&lt;/li&gt;
&lt;li&gt;Build time optimization&lt;/li&gt;
&lt;li&gt;Gameplay fixes and tuning&lt;/li&gt;
&lt;li&gt;GUI and script fixing&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>