Author Archives: Clément Pirelli

About Clément Pirelli

2017 Programming

5SD064 – Blog Post 1 : Lighting

Lighting is a big part of Depth. It both sets the tone and serves the aesthetic goal of the game. Outside of the player’s spotlight and a small light emanating from the cockpit, the entire screen is dark.
The submarine which the player controls has a light which follows the cursor, goes off when you get hit by a squid and can be upgraded temporarily by a power up. This was one of the artifacts I had to create during the second […]

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Program: Programming

5SD064 – Blog Post 1 : Lighting

Lighting is a big part of Depth. It both sets the tone and serves the aesthetic goal of the game. Outside of the player’s spotlight and a small light emanating from the cockpit, the entire screen is dark.
The submarine which the player controls has a light which follows the cursor, goes off when you get hit by a squid and can be upgraded temporarily by a power up. This was one of the artifacts I had to create during the second […]

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Program: Programming

5SD064 – Blog Post 2 : Tutorial level

This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:

overwhelmed.
constantly in danger
pressured
relentless pursuit

However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]

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Program: Programming

5SD064 – Blog Post 2 : Tutorial level

This blog post will center around the design of the tutorial level for our game, “Depth”.
The aesthetic goal of “Depth” was “Last Leg”. We therefore had to make the player feel:

overwhelmed.
constantly in danger
pressured
relentless pursuit

However, the game still had to be fair. We therefore decided on creating a tutorial in which the player could experiment with moving, getting hit by enemies and shooting without getting penalized for it. An added bonus to such a tutorial is the stark contrast it creates […]

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Program: Programming

C++ Zelda Clone

Click here to download a .zip of the game.
This clone of “The Legend of Zelda” for the N.E.S. was created using the “Tiberius” engine, an engine based on the “SDL” library. This engine was coded in class under the guidance of Jerry Jonsson. The game itself was created in two weeks during the Christmas holidays as a graded assignment for the course.
All the sprites for the game were found here.

Due to time limitations, the whole game wasn’t recreated. […]

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Program: Programming

C++ Zelda Clone

Click here to download a .zip of the game.
This clone of “The Legend of Zelda” for the N.E.S. was created using the “Tiberius” engine, an engine based on the “SDL” library. This engine was coded in class under the guidance of Jerry Jonsson. The game itself was created in two weeks during the Christmas holidays as a graded assignment for the course.
All the sprites for the game were found here.

Due to time limitations, the whole game wasn’t recreated. […]

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Program: Programming

Through the Fire and the Flames – Jam game

Click here to download a .zip of the game
This game was made in collaboration with Cai Songqiao, Clara Cox, Hangning Zhang, Matthias Jannidis and Shifat ul Kabir Siam, as part of the “Winter Game Jam”, an event organized by the student union of Uppsala University, Campus Gotland.
The theme of the jam was “Liar liar, pants on fire”, and we had 24 hours, starting at 3pm, to create a game with any IDE (we chose Unity since we wanted to learn […]

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Program: Programming

Through the Fire and the Flames – Jam game

Click here to download a .zip of the game
This game was made in collaboration with Cai Songqiao, Clara Cox, Hangning Zhang, Matthias Jannidis and Shifat ul Kabir Siam, as part of the “Winter Game Jam”, an event organized by the student union of Uppsala University, Campus Gotland.
The theme of the jam was “Liar liar, pants on fire”, and we had 24 hours, starting at 3pm, to create a game with any IDE (we chose Unity since we wanted to learn […]

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Program: Programming

Panick at Restaurant! – Jam game

Click here to download a .zip for the game
This game was made in collaboration with Adam Olsson, Alexander Sinn, Cai Songqiao, Karl Poll, Lina Femling and Patrik Lindkvist, as part of “My first game jam”, an event organized by the student union of Uppsala University, Campus Gotland.
The theme of the jam was “You had one job”, and we had about eight hours to create a game in GameMaker : Studio. The quality of the code was therefore mediocre and, […]

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Program: Programming

Panick at Restaurant! – Jam game

Click here to download a .zip for the game
This game was made in collaboration with Adam Olsson, Alexander Sinn, Cai Songqiao, Karl Poll, Lina Femling and Patrik Lindkvist, as part of “My first game jam”, an event organized by the student union of Uppsala University, Campus Gotland.
The theme of the jam was “You had one job”, and we had about eight hours to create a game in GameMaker : Studio. The quality of the code was therefore mediocre and, […]

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Program: Programming

Simple fighting game

This game was made on my free time to experiment and get better at using GameMaker : Studio. During its conception, I learned about creating animations (since I made all the assets myself), coding simple shaders, designing AI and state machines, as well as getting information from .ini files.

The game was more about the technical side of things and didn’t focus as much on the creative part of game development, however, I still had a clear goal in […]

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Program: Programming

Simple fighting game

This game was made on my free time to experiment and get better at using GameMaker : Studio. During its conception, I learned about creating animations (since I made all the assets myself), coding simple shaders, designing AI and state machines, as well as getting information from .ini files.

The game was more about the technical side of things and didn’t focus as much on the creative part of game development, however, I still had a clear goal in […]

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Program: Programming

“Underwater World”-themed game

Click here to download the .gmx file for the game.
This game was made as an assignment. It had to be made in under 10 hours, and using GameMaker : Studio.

I had the choice between three themes, from which I chose “Underwater World”.
While writing the code, I tried to be as rigorous as possible with semi-colons and indentation, as I realized that my runner game lacked such rigour.
All of the assets in the game, though modest, are original creations.
The goal […]

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Program: Programming

“Underwater World”-themed game

Click here to download the .gmx file for the game.
This game was made as an assignment. It had to be made in under 10 hours, and using GameMaker : Studio.

I had the choice between three themes, from which I chose “Underwater World”.
While writing the code, I tried to be as rigorous as possible with semi-colons and indentation, as I realized that my runner game lacked such rigour.
All of the assets in the game, though modest, are original creations.
The goal […]

/ Comments Off on “Underwater World”-themed game
Program: Programming

Procedurally Generated “Runner” Game

This game was created on my free time to better understand GameMaker : Studio.
I used assets gathered on opengameart.org. The player sprite was created by user “Zack Alvarado”, the platforms, by user “E-norm”, and the placeholder background, by user “ansimuz”.
The player has to jump from platform to platform to stay alive to get the best score they can.
 

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Program: Programming

Procedurally Generated “Runner” Game

This game was created on my free time to better understand GameMaker : Studio.
I used assets gathered on opengameart.org. The player sprite was created by user “Zack Alvarado”, the platforms, by user “E-norm”, and the placeholder background, by user “ansimuz”.
The player has to jump from platform to platform to stay alive to get the best score they can.
 

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Program: Programming

Go Game

This game was made as a project for the last year of my “gymnase” studies. It features a Goban which applies the rules of Go (except the “Ko” and “No Suicide” rules).
At the start of the game, the Goban’s dimensions are 19 x 19. The players may choose to play in a smaller Goban by inputting the dimension they wish in the box on top of the Goban. If the players choose dimensions which are smaller than 5, as is […]

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Program: Programming

Go Game

This game was made as a project for the last year of my “gymnase” studies. It features a Goban which applies the rules of Go (except the “Ko” and “No Suicide” rules).
At the start of the game, the Goban’s dimensions are 19 x 19. The players may choose to play in a smaller Goban by inputting the dimension they wish in the box on top of the Goban. If the players choose dimensions which are smaller than 5, as is […]

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Program: Programming