I AM

GAMEPLAY / TOOLS PROGRAMMER

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Hello,

My name is Simon Gonand

I'm a Junior Gameplay and Tools Programmer. Working on several Videogame related project reinforce my love for gaming and programming. I am currently looking for an opportunity to work as a Gameplay Programmer mainly on Systems and Gameplay AIs

I'm aware that it can be not easy to work in this industry with the amount of work and pressure that can be important. Nevertheless I'm deeply motivated in order to fulfill my career objectives.


Studies
Rubika

Game Programming Master's Degree (5th year)

University of the West of Scotland

BSc Computer Games Technology

IUT Aix-en-Provence

DUT Computer Science

Paul Langevin High School

Scientist Baccalaureate Engineering option


Work Experience
Gameplay / Tools Programmer

Digixart Entertainment

Tools Programmer Intern

Rebound Capital Games

Customer Support Agent

Pole To Win Glasgow

Java Programmer

Reactis


My Skills
C++ / C# / Java
Unity
Unreal
Git / Perforce / Plastic
SOME OF WORK

Pathing Tools

 


Introduction

For the game Plunder's Call (Presented in the previous post) we needed the boat to follow a predefined path during the levels. In order to simplify and to make this task quicker for the designers I decided to create a tool in Unity.

My work

First, I wanted to make a tool that can be reused with other objects than the boat and therefore in other Unity projects, even if the core can be reused on other engines.



As you can see on those pictures, the tool implements Bezier curves to have nice curves that are easy to follow and to make it more realistic in game. Also it is using the Unity Nav mesh to calculate a first version of the path which will let the users to create less waypoints to avoid an obstacles. 



In this tool, the waypoints are here to lead the path of course (even if you can let the nav mesh create the path between two waypoints) but also to create different links that can have different kind of data (speed, camera offset and camera dezoom).


Finally, when the object that is following the path is reaching a certain waypoint, it can throw an event with a callback function that can be decided by the user.



Conclusion

This project brings me knowledge in tool development in general but also how to extend the Unity Engine editor. It also allows me to explore mathematic problems such as the Bezier curve and how to make a 3D object following it with his rotation.


Plunder's Call

 


Introduction

Plunder's Call is a 4 players multi local coop party game in the same vain as Overcooked and Moving Out where the players are pirates that are plundering archipelagos in different kind of levels. Their goal is to organize and coordinate themselves in order to get a maximum amount of treasures.


Context

This game was a school project made on Unity with two constraints. Only 4 months of production and no artists available on it. To overcome this, we get a budget of 70€ to buy assets.


My Work

On this project I was the only programmer. Which means that I worked on the controller, the local multiplayer, all the gameplay features (including Collision managment & physics), a pathing tool (which I present in detail in the next post) and assets, UI, feedbacks integrations...


Conclusion

This project was my first videogame production and the most complete project that I did on Unity. It helped me to better understand the engine with his pros and his cons (espacially the physic). Being the only programmer of a project was also enriching by the fact that there is no one to rely on when something goes wrong and that is how I learned most.

Screenshots






Contact Me

SIMON GONAND
+33 6 95 98 75 61
Seyne-sur-Mer, Var(83)

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