Marc GILLERON

Game programmer

  1. Personal Projects
  2. Professional Projects
  3. Resume

Robocraft 2Unity3D, C#

[At Freejam Games]

A new revamped version of Robocraft. It came in two phases: the first one had a lot more in-depth building and physics system, re-using advances from previous games. The second phase reverted back to simpler gameplay from the original game.

My work here mainly revolved around AI behaviours, navigation, switching robots during battle, cosmetic variants and editor tools.

Video trailer (first phase)

TechbloxUnity3D, C#

[At Freejam Games]

A vehicle building a simulation game.

Build vehicles with scalable blocks, physical joints, weapons and logic components. Race together in multiplayer. Experience destruction as you smash your creation against others.

This project evolved from the same tech as Gamecraft. Some of my work included adding a new weapon system, optimizations, and an entity debugging tool.

Video trailer

GamecraftUnity3D, C#

[At Freejam Games]

Create minigames where everything is made of scalable blocks, joints and logic components: lay down an environment, assemble buildings, moving parts, use blueprints, create logic graphs, launch the result using powerful physics and share it with other players.

This project was much more focused on ECS (using a custom framework), and aiming to exploit Unity's Burst compiler and job system. I contributed to networking, a blueprint system, and a logic wiring system capable enough for players to create calculators.

Video trailer

Robocraft RoyaleUnity3D, C#

[At Freejam Games]

A "battle royale" spin-off of Robocraft taking place on a much larger map.

The game was short-lived. I worked on the drop-pod sequence and syncing it with other players.

Video trailer

RobocraftUnity3D, C#

[At Freejam Games]

A vehicular combat game where players can build robots with blocks, and fight as teams in multiplayer battles.

I worked on new weapons, new ability modules, in-game chat, network enhancements, matchmaking, UIs, special game modes and various other things.

Video trailer

Mobile tech toolsLua, C#, C++

[At Ubisoft Mobile]

I worked on tools of a custom mobile game development tech used internally by a studio in Montreuil (Paris).

In a team of tool programmers, it involved the creation of a 2D/3D level editor, prefab system and property editor, using WPF and Qt. It has been used for The Smurfs Epic Run.