Marc GILLERON

Game programmer

  1. Personal Projects
  2. Professional Projects
  3. Resume

Solar SystemGDScript, GLSL, C++

A tech demo I made in Godot 4, where the player can explore a solar system with 4 planets and a moon, either as a spaceship or character.

I implemented celestial motion, procedural planets with ravines and caves, atmospheres with volumetric clouds, destructible voxel terrain, sound effects, saving of edits and various other things.

Github repository
Video with atmospheres
Video with exploration
Screenshots

Blocky GameGDScript, C++

A tech demo I made in Godot 4, where the player can play in a world made of voxel blocks similar to Minecraft, with basic multiplayer support. Terrain can be destroyed, or several kinds of blocks can be placed to build things.

It is part of a repository containing other simple demos to test my voxel engine.

Github repository
Multiplayer test video

Voxel EngineC++

I made a multi-threaded voxel terrain 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.

The project is documented and has technical support.

Github repository

Village GeneratorGDScript

A procedural generation prototype. It grows a network of streets, around which houses and fields can connect to form a village. The structure is laid out on top of a heightmap, smoothing out elevation, and then rasterized using voxels. The prototype also includes a simple voxel editor to create the buildings. The whole process is driven by a seed for determinism.

One goal of this project was to find a good approach to generate structured points of interest in an otherwise naturally-generated landscape.

Video

Heightmap PluginGDScript, GLSL

I developped a heightmap-based terrain plugin for Godot Engine 3, later ported to 4. It comes with editor tools, supports up to 16 textures, procedural generation, has dynamic level-of-detail and animated grass.

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
Pull requests

WallriderGDScript

A revamped version of my previous project Wallrider 32 in Godot Engine.

Your character is a green dude surfing on walls. Jump with any button to avoid various traps, collect yellow orbs and travel across levels. This version hasn't been released yet.
Video

Wallrider 32Javascript

Wallrider 32 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.

ROM + Windows emulator
Ludum Dare 26 entry
Walkthrough

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, and watch it play out. 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, and experiment with pathfinding.

Download

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, often with friends, from small pieces of audio to cinematic series spanning several hours.

Game engine (unfinished)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 was aimed at being modular and cross-platform.

Source code: github repository