


Aïko: The Ferret's Adventure - Presentation Trailer

Aïko: The Ferret's Adventure - Walkthrough


Aïko: The Ferret's Adventure - Presentation Trailer

Aïko: The Ferret's Adventure - Walkthrough


Jaina: Beware the Daughter of the Sea - Presentation Trailer

Jaina: Beware the Daughter of the Sea - Campaign Walkthrough

Jaina: Beware the Daughter of the Sea - Ordeal Walkthrough
Pitch
Jaina is a Diablo-like RPG, where the player embody Jaina and has to fight his way through tough enemies to retrieve an artifact.
Factsheet
Theme: Jaina Proudmoore - Warcraft
Genre: Hack 'n' slash, Hardcore
Number of players: 1
Platform: PC
Interface: Keyboard and mouse
Engine: Unity with Git vor versioning
Project type: Personal project
Made in: 300 hours from July 2019 to February 2020
Team: 3 Game Designers
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WHAT I DID
PROJECT CONTEXT
During a week, in April, Paul and I started to create the Game Design's fundation and basic code.
In July, Quentin joined us to improve the Game Design and the Level Design, we got together at my house and went on developping this project.
GAME DESIGN
I participated in all Game Design's creation including:
• Spell mechanics: Basic idea to embody Jaina with a spells rotation and hack and slash mechanics

• Elemental spells: All spells, elements, mechanics and passive marks
Jaina can control fire, ice and arcane and have 2 spells per element.
She can also control the time with 2 other spells to protect herself from enemies.
When an enemy is touched by a spell, a mark applies to him.




• Enemies mechanics: Different enemies and powers
Each enemy has a base and impatience attack that is triggered when they fail to hit Jaina for a while.

PROGRAMMING
Firstly, Paul and I worked together to create different AI with the same code base.
• AI state machine: AI "brain" presentation and override functions




We had 2 different characters' radius so the basic Navigation in Unity did not work. Consequently we used:
• Multiple agents navigation: Learn to use Runtime NavMesh Building

I was in charge of the 3C of the game primarily including:
• Jaina: Movements, spells mechanics, spell bar and animations transitions

• Object pooling: Use a pool to "spawn" enemies, spells and potions
I learned the C# Queue principles to setup the pool:




Jaina: The Armedial's Guardian - Presentation Trailer

Jaina: The Armedial's Guardian - Walkthrough
WHAT I DID
PROJECT CONTEXT
This project is the final boss fight of the project: Jaina: Beware the Daughter of the Sea.
Paul and I are proud of what we did for the first prototype
but we wanted to expand this project by prototyping what the final boss would look like.
GAME DESIGN
I participated in all Game Design's creation including:
• Boss mechanics: Stalactite Fall, Triple Strike, Lava Orbs and Armedial's Wrath
Each attack has 3 levels depending on the boss phase.

• Boss pattern: Triggering attacks according to defined rules:

PROGRAMMING
Firstly, Paul and I separated the boss's attack in two and we each worked on our half. We then created a controller to trigger the desired attacks. So I worked on:
• Stalactite: Fall animation, states, explosion and the lava area it creates

• Triple Strike: Hit the ground 3 times on define areas

• Armedial's Wrath: Emits a powerful laser and rotates to sweep the entire battlefield

• Lava Wave: A lava wave crosses the battlefield when the boss changes phase
