miscellaneous

Game development

When I was twelve, I said I had become a game developer. And, effectively, I got my diploma in computer science... but I started a PhD instead of creating videogames.
However, I had some past (and little) experiences within game development.

In 1991, I created my first game on Commodore 64 using S.E.U.C.K., a very user-friendly tool for designing a shoot’em up. The game was called "Mech Raid" and, obviously, the player controlled a mech along three levels. Today, some sketches and blurred memories prove that "Mech Raid" existed.

In 1995, I developed another shoot’em up using Turbo Pascal for Windows (DOS?). Once again, "K.T.A." was focused on robots, very similar to them of Gundam and Macross. I only remember that graphics scrolled horizontally and were very poor in details (but the robots were wonderful!). I have a unique copy of the game on a floppy disk, which can not more be read.

In 1999, we must develop a card game as university project. It was Jass, the most played card game in Switzerland. The project was developed in Java and allowed four persons to play at contemporary, via client-server.
We had a similar project in 2000. This time, we programmed Risk, a very famous war game.

In 2002, I developed a very small shoot’em up, as proof of concept for Tinja. Tinja was a language formalized for the course of Theory of Programming Languages, of which I was assistant.
Later, I was contacted by Linuxbourg, a student association composed of Linux geeks, for creating a science fiction MMORPG. The project was a failure, because of three main problems. First, the leading was shared among more persons. Second, the team was composed of students with different scopes, skills, and motivations. Third, I did never propose a well-defined idea of the videogame.

In 2003, I tried to create a new team for developing a turn by turn RPG. Its storyboard was based on a group of secret agents, involved in a mystical situation. Actually, the project was stopped very fast, because nobody had the time required to develop the game.

Since 2005, the DIVA group has proposed several bachelor and master projects consisting in games. The main goal of these works was always to discover new technologies for (video-) gaming.

In 2009, I was invoved by Fulvio Frapolli in the development of some tools for his PhD. project: FlexibleRules, a system for designing games based on rules that can be dynamically changed by players.

Finally, since 2010 I'm giving a class at University of Fribourg about videogames design and 2D graphics programming.

Fribot

(2005-2008)

I was a member of Fribot’s committee. Fribot is the biggest (and maybe the hottest) one-day competition of autonomous robots in Switzerland. In fact, the challenge is announced just before starting the competition. Then, the participants build their robot with Lego® bricks and program its AI in Java. Each robot is opposed to the others all along the day, until the proclamation of the winner.
Consult the official website of Fribot to discover this great competition!

In 2005, I joined Fribot as contact person between the committee and the DIUF. In 2006, I became a de facto member of the committee, where I was responsible of logistics and writings. During 2007, I was furthermore involved in sponsoring.