Aurelien Guitton

Aurélien Guitton


Game Designer - AI Programmer

My projects


About me


I'm a French student in Computer Science and Statistics and I chose to move to Canada for my final year. Currently, I'm studying for a master's degree in Computer Science with major in Video Games at Université du Québec à Chicoutimi (UQAC).
Since September, I have learned a lot about game design, Artifical Intelligence in games and even Virtual Reality. I have been using C# and Unity mostly, but I'm also learning with Unreal Engine and I'm already familiar with C++ and other programming languages.

I'm looking for a 6-month internship starting from July 2019. I've been playing video games since I'm a child and I'm glad to finally being able to make this my daily job. What I'm most into is programming gameplay features and AIs, whether it is on huge AAA projects or on simple mobile games.

Contact me if you want to work with someone curious, motivated and eager to learn!

Get in touch



Zero-GRace

48-hour WonderJam at UQAC


Theme: Pressure
Styles: Race, Strategy, Survival
Team: 7 students in Computer Science Master's and Bachelor's Degree at UQAC

Award
3rd place

Download on Windows

The above version has been updated a few times after the GameJam. The version we handed over within the 48 hours is available for download here.

Concept: Two astronauts race into space, trying to reach their ship. They use the gas pressure in an extinguisher to move around. This resource is limited though, so they have to stop at stations to recover some gas. Space isn't empt; the players will have to avoid the many asteroids, explosive barrels and even blackholes, while enemy spaceships shoot at them. At stations, the astronauts can also get some items, either to help them progress through the obstacles, or to slow their opponent.
Role: Procedural generation of obstacles in infinite map

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SwapRacer

48-hour GameJam, first experience with Unity


Theme: Change
Styles: Race, Multiplayer, Strategy
Team: 7 students with little to no experience with Unity

Award
Public Choice

Download on Windows

Concept: 2-player race against each other in a 2D side-scrolling game. Of course, there are multiple obstacles on their path, and they have to choose between several paths. The trick is that every few seconds, all the traps become ineffective and the platforms that used to help you become traps.
Role: Level 2 design, interactions with objects (knockback on hit, moving platforms, falling spikes)

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ClumsyShip

Personal project published on Play Store


Constraints: alone, less than 6 hours
Style choices: 2D, Arcade, Mobile

See on Play Store Download on Windows

Context: This is the first game I did all by myself. I had been learning about video games and Unity for three months but I had only produced games within a small group. I challenged myself to see what I could produce alone and in a short amount of time. That's how I decided to make a 2D arcade mobile game at Montreal airport during the 4 hours I had to wait for my plane. I was really proud to deliver a working project in the end, even though it was only playable on computer at that point. I kept working on it during Christmas break and published it on the Play Store.

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TheSecretLivesofToys

2-month project in Game Design class


Theme: Small world
Style: Adventure
Team: 2 students with a GameJam as sole experience with Unity and 1 student with Unity projects

Download on Windows

Concept: The game takes place in a kid's room, where a little town is in danger. The player has to save it from scary zombie bunnies by controlling several toys. At first he only plays as a simple soldier, but then he gets to drive a tank, an airplane and even a firetruck! Within the time we were given, we only developed one story, but the game can easily be extended to have several little stories in different rooms of the house.
Role: Airplane controls and levels, room global design, help with firetruck water hose and AI field of view.

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DouchebagHero

1-month project in AI class


Constraint: Implement a complex AI
Style: Survival, Strategy, Management
Team: Two students with little experience with Unity

Download on Windows

Concept: We wanted to make a RTS but with villagers that would be smart enough to be autonomous. We implemented a behaviour tree working with a finite state machine that gives the villagers different priorites according to the context. The player controls a hero that has to defend the villagers while they build the village.
Role: Villagers and enemies AI, resources random generation, UI, hero controls, animations, audio and visual feedbacks

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