Portfolio
Принцесса. Студия красоты Принцесса. Студия красоты: another player creator for kids (see Winx Studio), targeted for the Russian market. Using the latest version of our graphic engine using only the fixed pipeline (to target all kind of PCs).
Still Life 2 Still Life 2: sequel to the first episode, going from CGI to a realtime 3D environment. Done the graphic engine for PC & Mac (scene graph, animation, 3dsmax plugin…), for Gameco-Studio (edited by Microids).
EDP Espace des Perceptions: an education game for IANGOO. Done the graphic engine for PC & Mac (scene graph, animation, 3dsmax plugin…), for Gameco-Studio.
Mozart Mozart Le dernier secret: first adventure game from Gameco-Studio (edited by Micro-Application), with a realtime 3D environment mixed with the “Matte Painted” graphic technology. Done the graphic engine for PC & Mac (scene graph, animation, 3dsmax plugin…).
Cotoons Cotoons le clavier des bébés: preschool product of 10 activites working with a specific baby keyboard. Done the graphic engine for PC & Mac (scene graph, animation, 3dsmax plugin…), for Game-Consulting (edited by Smoby) (never released because of Smoby’s restructuring).
Winx Studio Winx Studio: a player creator for kids. They can dress up their Winx and paint the clothes. Done the graphic engine for PC & Mac (scene graph, animation, 3dsmax plugin…), for Game-Consulting (edited by Smoby).
F1 F1 Driver: a toy development for Majorette, using a small chip (NES like). The game is an Outrun like (not easy to do on this with only 3.7KB of RAM).
Aldebaran Aldebaran: an adventure game prototype by Game-Consulting based on the graphic novel of the same name. Upgraded version of the first engine using the .fx for faster development, and using our own cartoon shading. Game aborted but it has lead to Mozart.
Kushana Kushana: an adventure RPG game prototype (aborted) by Game-Consulting, inspired by Nausicaa. It’s sing the same engine as Arena, by with a different look (to show the capabilities of the engine).
Arena Arena: a multiplayer beat’em all prototype for console (aborted). Done the first version of the engine (for Game-Consulting) working only with advanced shaders because the target was only next gen consoles. The demo was used by AGEIA for their physX card (using fluids as fog).