1. Projects
  2. Resume

Marc GILLERON

Game programmer

Voxel EngineC++

An open-ended voxel engine, supporting both cubic or smooth rendering, built on top of Godot Engine.

Blocky rendering can either use any model for each voxel like Minecraft, or use just cubes and greedy meshing.

Smooth rendering supports level of detail to display terrain over huge distances. It also comes with a graph-based generator, supports save files, and an instancing system for scattering details such as foliage.

Github repository
Solar system demo video

Heightmap PluginGDScript, GLSL

I developped a heightmap-based terrain plugin for Godot Engine. It comes with editor tools, supports up to 16 textures, procedural generation, has dynamic level-of-detail and animated grass. It is written in GDScript and shaders, with a bit of C++. It is used in the game Out of the Ashes.

Github repository

Godot EngineC++, GDScript

I am involved in the community and development of an open-source, cross-platform game engine. I help people using it, be it for scripting or C++ coding. I also develop contributions such as bug fixes, new engine features, tools and C++ modules.

Official website

WallriderJavascript

Wallrider is a one-button game I made in a few weeks for the #LowRez game jam. It fits in a 32x32 pixels canvas.

Your character is a green pixel surfing on walls. Jump with any button to avoid various traps, collect yellow pixels and travel across more than 12 levels.
Play on GameJolt

I built a quick tool pipeline involving Aseprite and Python, to convert PNG levels into JS data. This enabled a friend to design a few levels too.

Ludum DareC#, Unity3D

I occasionally participate to Ludum Dare events. This is my #LD32 entry, Eat and Copulate, in which you have to breed as much bunnies as possible while avoiding hunters.

Everything in the game has been made in 48h solo, no external asset were used, if Unity3D doesn't counts as one :)

Ludum Dare website
Making-of timelapse video

Skies AdriftC#, Unity3D

Skies Adrift is a game about exploration, survival and wonders, in a celestial world scattered by lost floating islands. More screenshots | Website

This is the second year's project at the ENJMIN, in which I work in a bigger team of 10 students :
- 3 game designers,
- 2 graphic artists,
- 1 sound designer,
- 1 project manager,
- 1 UX designer
- and 2 programmers.
Gameplay demo

Fat & Furious C++, Sifteo Cubes

A crazy alchemic runner on Sifteo Cubes. Prevent the hamster to be hurt by objects or cubes' borders by connecting them and combining elements, and try to beat the high score.

This is my second project of the 1st year at ENJMIN. After its successful presentation, it has been improved during the following summer holidays, each saturday afternoon in order to fix bugs, add new features and polish the game.

Download | Introduction video

Fakteur C#, Unity3D

A game about lies, where you can read, modify and distribute (or not) mails to people, in a paper world. Then see what happens...

Initially designed independently during the 1st ENJMIN year, the team got helped by 3 programmers (including me) to develop the game during summer holidays, by working together each sunday.

Trailer
Site: Fakteur.com

Aku C#, Unity3D

Reveal a hidden world with the painting power of a dragon, with your finger on a tablet. The game participated in the Hits Playtime contest and won the Audience Award.

Aku has been developped as my first ENJMIN project, in a team of 6 students.

Trailer
Download (en)
Download (fr)

TEVAH Java, Slick2D

A kind of shooter where you can take the control of your enemies and assimilate their abilities. I made it in one month for the Game à Niaque contest at the Toulouse Game Show 2012, with the help of an UX designer and a graphic artist from the EMCA.

Trailer
Download: Windows | MacOSX

Russian Blob C++, GameBoy Advance

A puzzle-platformer where you control blobs that can split themselves, on the Game Boy advance.

We made the game in 3 days for the Ludum Dare, as a team of 2 programmers, a game designer, a graphic artist, and a sound designer. It has been a real challenge as I learned how to program on a very restricted platform, the Game Boy, and we built a production pipeline using free software Tiled, Usenti and Python.

Download: ROM | ROM + Windows emulator

Simciv Java, Slick2D

A sandbox pixel-art city builder with a high level of micro-management.

I developped it to experiment the idea of a big grid-based world evolution a city builder can be, where every building, unit or environnment has its own independent behaviour. In contrast, every action or event that modifies the city can have a lot of side-effects. I learned how to optimize numerous object updates, save and load complex game data, as well as a N-source/N-target pathfinder.

Download

Infinite voxel world C++ / Unity3D

An attempt to reproduce an infinite voxel world generation, like in Minecraft and the like. The world is fully editable.

I developped this prototype in my free time to experiment with thread management, procedural map generation and advanced OpenGL in C++.

C++ implementation (Windows)
Unity3D implementation (Web)
Godot Engine implementation (source)

Music

I compose music for audio series, video games, or just as a hobby. I use Reaper DAW as production software, in combination with many effect and instrument plugins.

Check out my Bandcamp and SoundCloud profiles.

Audio series

I realize stories and one-shots in french in my free time, with audio quality and good voice acting in mind. Sometimes I write, play or produce with or without friends, from small pieces of audio to series.

Game engine (WIP)C++, Squirrel

Before switching to Godot Engine, I was making my own game engine, as a hobby, for learning and experimentation with OpenGL 3+, Oculus Rift, Squirrel scripting, custom GUIs and more. It is modular and aimed at being cross-platform.

Source code: github repository