Here’s a few “classic” guns I drew for Mercenary Kings. Besides these ones, pretty much all other gun sprites of the games are drawn by Paul Robertson.

Here’s a few “classic” guns I drew for Mercenary Kings. Besides these ones, pretty much all other gun sprites of the games are drawn by Paul Robertson.

A concept art of King I did for Mercenary Kings

A concept art of King I did for Mercenary Kings

War Photographs

SShotPikemanVengeance

SShotCampMultiplayer

SShotBattleTank

Ninja Senki Animations

boss_teleport  coin  door_spinning  frog_idle  kappa_walk  oni_breath  ronin_walk  shuriken  sprout  tengu_fly  hayate_walk

The Long Lost & Forgotten Shmup

This was for my second attempt at making a full game by myself with Game Maker. Unfortunately, I haven’t made much progress on it since I’ve been busy with other projects. So, here’s some of the stuff I did for it.

    

Click on images for original size.

Since it can be a challenge to animate rotating geometry, I made a low poly model of the ship before animating it.

And here’s an unfinished tileset for a city level.

Hope I can go back to it someday!

Wizorb’s 1st Anniversary!


I made this illustration for the 1st anniversary of Wizorb on XBLIG (it was on September 28, 2012).

Tarot Village

I’ve been wanting to post some backgrounds of Wizorb for a while, but I didn’t want to spoil any surprises. So, here’s what I did: click on the first thumbnail to display the destroyed version of Tarot village (this one is obviously spoiler free), or click on the second one to display the fully rebuilt version (spoiler alert!).

   

Gameplay footage of the prototype version of Mercenary Kings.

Early Wizorb Design Sketches

These are the very first ideas set down on paper for Wizorb. Mostly scribbles in Frenglish. Lots of this have changed throughout the development of the game.

Friends ‘Til the End

The entire staff of Tribute Games (Jean-François Major, Justin Cyr and myself) attended the Montreal edition of the molyjam. It was our first game jam and even if making a game in 48 hours was really hard, it was actually a lot of fun. Jean-François did the programming, Justin made all the sprites, and I did the backgrounds, title and some level design. Our team also had the extra support of Jean Chan who made the sound effects and the catchy chiptune track. Francis Coulombe provided the art for the gruesome game over sequence and Renaud Roi-Des Monstres Cormier lent his voice (scream) to Bobby, the main character of the game.

For the art style, we tried to go for something close to MSX games.

In “Friends ‘Til the End”, you control Bobby with the left analog stick and Choppy (the helicopter) with the right analog stick. Choppy carries a nuclear missile, so you must bring it to a scientist in order to defuse it. Choppy must always stay inside the range of the remote control, otherwise it will crash which leads to catastrophic consequences.

If you’d like to try it (it’s free!):

Download Friends ‘Til the End