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Those two games were made with the support of Voodoo. We had two weeks to develop two releasable mobile games from scratch in teams of 5. I was the only programmer on both games.

They were both selected by Voodoo and then sadly failed at the CPI and retention tests 

The first game is "Bodyguard!". Your task is to protect a star harassed by paparazzis, until she reaches the end of the red carpet to get a grammy.

The challenge was to have intuitive and simple controls and provide a huge sensation of destruction to the player.

Since we used lots of physics in the game (mostly with the ragdolls) I had to use a pooling system on the enemies and props, to reduce the amount of instantiations, and to improve the FPS of the game.

The second game is "Juice it!", you have to fill glasses with a certain amount of juice, there is a lot of diversity in the types of juices and glasses.

The challenge was to create a satisfying sensation while filling the glasses, I worked a lot with animation curves to find the perfect values.

The filling speed of the glass is impacted by its width. For each glass, a speed curve is automatically created, based on the width of the sprite. It creates a unique gameplay feature, unseen on other similar games.

Finally, I created lots of tools to allow the integration of new liquids, glasses and levels really easily.

I also made 6 mobile games during my internship at Pinpinteam, I got most of the assets from stores and did all the games by myself (Except the concept).

All those games were made from scratch from five days to two weeks

Most of them are available on the Apple-store

AnimalRace.IO

CannonDestruction

      RagdollShoot

          VoxBreak

   CyclingStackRace

         AquaDraw

Finally, I've created a game named "Meatball Jump" in 20 hours. 
Levels are procedurally generated and everything was made from scratch by myself

MeatballJumpGameplayVideo2.gif
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