Hello! I'm Hector and I am currently a student in Brassart Toulouse.
Hey! I'm Hector. I always played video games, and while my love for it never changed, my curious nature and hobbies expanded beyond video games. These ranged from Art to science, history to politics to psychology, or from all genres of films to all genres of musics, in order to finally regroup it all together, into the making of videogames.
I love exploring the internet and trying new experiences, reading books, novels, manga, manhwa, or listening to music. And yes, I am one of those freaks who spend too much time on google earth.
I often find myself solving puzzles (which is a great birthday gift btw), or creating things with my hands, thus my first choice to get into an art school, but I became obvious of the limitations of the support compared to all my hobbies and stories I wanted to tell. So, I enrolled into Brassart and started making video games.
While I am captivated and always intrigued by every game and new technology which is released, I am also thrilled to challenge myself to make new concepts or push pre-existing one which connect, challenge, and intrigued as many players as I can.
I may not be a technical guy, even thought it is very interesting, but I'm for sure a Design guy, so call me anytime.
FOCUS :
FOCUS :
FOCUS :
MY CONTRIBUTION :
MY CONTRIBUTION :
MY CONTRIBUTION :
MY CONTRIBUTION :
Level Design
Narrative Design
General Game Design
Gamification
QA testing
Usability Design and Testing
Story Telling
Story Planning
Quest Flowchart
Quest PLanning
Lore Writing
Fluent in French and English
Html
Unreal Engines 5 nodes
Unity script / C#
Active Listener
Oral Communication
Visual Communication
Written Communication
Problem Identification
Research
Curiosity
Conflict management
Empathy
Teamwork
Unreal Engine 5
Unity 3D
Twine
Aseprite
Illustrator
Procreate
InDesign
HacknPlan
Yed
Miro
Discord
Skype
Teams
Google Docs / Word
Google Sheets / excel
Google Slide / PowerPoint
This game made me love automation games.
Since then i've played a lot of them, but Factorio three act gameplay loop (survival, automation, expansion) is my go to.
Bioshock is the first game which made me think about the human condition and narrative design.
It is a great lesson on the necessity of a strong themes for BREATHTAKING games.
There will never be anything better than the Audio Diaries to immerse players into a deep and complexe world.
I am fascinated by the theme, art direction and story of this game.
The impact with which the cinematics shares the characters emotions.
And i'm deeply impressed by the UI effects and feedbacks.
I will forever despise the creator of tunic for making me realize that i can do anything, but i just need to learn it.
DSP a factory game which as taken the automation part to the interplanetary level.
But what fascinate me the most is the code optimization and game design to generate and render hundreds of planets with factories.
My love for space exploration was deepened when PA:T let me destroyed planets with a laser.
Anyways, what interest me the most is the complexity behind the balance of units and buildings inside a large scale map.
The use of space, or sometimes lack of, and weenies are deeply immersive, as well as the narrative design and worldbuilding.
I love the game design and art choices taken by rose-engine. The game design decision to make a clunky movement and combat system to simulate old console game but also deeply immerse the player into a disturbing world is mind blowing.
Movements are everything when playing a building sized mecha, but what is the most unmemorable yet most important aspect of the game is the simplicity of its UI and target lock system.
Unlike DSP and Factorio, satisfactory is a factory game which tries to take the automation genre to 3D, and it succeeded, but it is the expansion part of the factory which is lacking, the incapacity of the player to switch between gameloop is deeply frustrating.
Atomic Heart, which first struck me by its similarities with Bioshock, really stood out by its mechanic and story. But the game lacks in the open world design and narrative design to make the player a part of a dense and complexe scientific city.
The musics, the mechanics, the stories. Be it Nazis or Demons, I will Rip & Tear.