DarkHorseDeadCity, GameDesign, GameDev, UnrealEngine4, Writing

Visual Rumors of war

Rumors of war is a visual novel made with the Unreal Engine 4 set the Dark Horse, Dead City world.

Intended from the start to be a short project, the main objective was to get back into the Unreal Engine and try new stuff.

In order to not be stuck in the infinite mud of unfinished project, I decided to start working on the first act of the game, and if it goes well, going onto the next act. The deadline was set to the 3rd of may, and we started around the first week of March. Leaving a little less than a month to do something.


In the end, it didn’t go very well, the characters designs were not ready in time, I spent too much time on creating placeholders for the characters, I also wasted a lot of time making some 3D level in order to replace the 2D background.

But, my objectives were mostly completed. Regarding the programming, I had something functional, and I could go back into the blueprint (Unreal Engine scripting tool). As a bonus I wrote some texts for my characters.

How does it works?

It is simply based on an integer going up each time the player push a key. Depending on this integer, a switch would launch the different events. Here what an event looks like :


A first node set the correct sprites, then the text is selected from the data table and the final node display the text on the screen.

To display the different sprites I simply used a camera and 2 sprites (one for the character on the left, the other on the right), each sprites are modified following the progress of the player on the event. I am not using any animation. I have a sprite for each emotion (angry, smile, talk, talk with a smile, etc…) and for each event I set the correct sprite at the correct slot.


Did you write all the text directly in the editor?

Nope, Unreal Engine comes with a nice features : the data tables. They are some kind of structured array who can extract data from a csv file. First I created in C++ the structure I needed for my script.

Then I wrote the csv file with the name of the id of the text, the text, actor and mood.


I created a new data table based on the csv file.

And In order to get the data, the native function : GetDataTableRow give a StoryData, a special array containing all the information from one row of the csv file. It can be extracted and used as a normal array.


Apart from reading in a csv file, what did you learn?
Saving and loading! It was the hardest part. Usualy I push the saving system to the end of a development, but this time I wondered how to handle it with the unreal engine. There is still some confusion, but I managed to save and load a character progression through the event (Well, it was only saving an Integer, but it is a start 🙂 )

Anything non-programming?

Absolutely! I think it was one of my better planned work. I was intended to work with several people, so I tried to set up a good work environment.

I worked in sprint. Each sunday I would set my goal for the next week. At the end of the week/sprint I go through what worked, what didn’t and then I plan the next week depending on that. I used Trello organize the task. This is a good tool easy to use and to read.

I also wrote a lot of documentation on googledrive, about the lore, the characters, the script, etc…


In conclusion :

It was a nice project, even though the result is not here, I’m quite happy with it 😀

The project is available on my GitHub under the name VisualRumorsOfWar.

GameDesign, GameDev, Programming, Unity3D

Dark Horse, Dead city (Tactical Edition)


January 2014 – march 2014
Team : Solo project
Tool : Unity3D, C#
My role : Everything

This project with the overly long and frightening name is a prototype for a tactical game. As the name implies, this game is part of the Dark Horse, Dead City universe.

For this game I wanted to focus on the interaction between the characters. The main features was the spell combination. If a mage launch a fireball at an enemy and a warrior is near this enemy, the warrior would use the fireball to boost his attack. Unfortunately I couldn’t implement everything, but I keep those ideas for latter use 😀

This is a rough prototype, so it is not really playable, (to quit, you have to alt + f4 your way out ^^’) but if you are curious, there it is.

GameDesign, GameDev, Programming, Unity3D



Mars 2014
: Solo project
Duration : 2 weeks
Tool : Unity3D, C#
My role : Everything, except the creation of the art and music assets

This one is a very small project I made in two weeks. I gave myself one week to design the game and one to implement it. The result turned kind of silly… I guess that is to be expected when you have cow in space as a theme.

You can also download this one here. Extract the archive somewhere and launch Cowarden.

You play as a space station, and evil space cows attack you from all sides! Defend yourself!

GameDesign, GameDev, LevelDesign, Programming, Unity3D


January 2013 – june 2013
Team : 4 members
Tools : Unity3D, C#
My role : Gameplay programmer, level designer, game designer, writer

Behind this not really friendly name is a 3D platformer game in which you help a capsule bot to reach the heart of the volcano without being shot down by the projectiles of chaos in order to apease the gods.
It started as an assignment. We had six month to create a game using Unity3D. The first version of the game was extremely chaotic, their was no pattern in the way the projectiles were sent. Making the game too random. So we added pattern, allowing the player to learn and memorize the path of the projectiles in order to dodge them.

I was in charge of the core rule gameplay and especially the level design. (which I liked doing, by the way)

Here  is an archive of the game, extract and click on the .exe.

EPITECH, GameDesign, GameDev, UnrealDevelopmentKit


January 2013 – june 2013
Team : 6
Tool : Unreal Development Kit, UnrealScript
My role : project manager, gameplay programmer, game designer.

One of my first « big » project. It was during my EPITECH years, as an end of year project, we created some kind of space-opera multiplayer online battle arena (MOBA)

The goal was to destroy the enemy’s mothership. Which could also be controled by another player. And fire big laser.

The development was hard, and in the end we had a barely working prototype, but it was interesting to work on new tools. I even made the cinematic trailer! (and gave my voice)