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My Work

Latest achievement

Creating a Scriptable Objects Generator on Unity

I'm currently working on a "Sports Management" game project, and I've been faced with the challenge of creating a very large number of player sheets with their various physical and statistical characteristics. To simplify things, I created an automatic generator so I don't have to create each sheet one by one.

By clicking a simple "Generate" button, the script creates as many player sheets as I request, with random characteristics within a pre-selected range.

I've also tried to make this generator as simple as possible to use. Since I'm working on this project with someone who isn't familiar with video game development, it needs to be as easy as possible for someone new to Unity.

 

A possible evolution?

Yes, as always.
To improve this solution, I'm currently working on how to link a pre-established Excel file containing the players' names, physical characteristics, and actual statistics so that my generator can pull the information directly from the .xls file.

Project : Just Leave Already !

Creation of an Excel file to regroup all the essential information for the group

During the development of "Just Leave Already!", one of my first tasks was to create a file to centralize important information shared by the entire group, regardless of development group.
The nomenclature, the project file hierarchy, the asset listing, and even the playtest summaries.
This allowed all group members to have a reference file when they needed information, thus limiting errors and improving communication.

Projet : Claws

Linking Narrative Resources to Level Design

During the development of "Claws," we decided to explain the story of the locations in which they find themselves to the player through scientific notes scattered throughout the game level. These notes revealed information about the lore, but some were also important for solving certain puzzles. We therefore had to consider the proper placement of these narrative resources so that they were neither too obvious nor invisible to the player, and above all, so that they told the story the way we wanted, without revealing too much from the start.

My co-worker, Félix Caillaud, and I reviewed the level design plans we had previously drawn up and made several suggestions, gradually refining the placement of these resources.

© 2023 by Sebastien Rey. Created with Wix.com

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