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-CV-

PROFILE EXPERIENCE

Designing and conceiving gameplays, rules and structures of a game in order to give players the best possible gaming experience 2012-2015 > Spent to travel and explore different professional opportunities 2012 > 6 Months online internship with redMatter. Level prototyping and Level Design Documents creation, as well as being part of the game design decisions

BAPTISTE CAILLAUD

2011 > 3 Months internship in ODD1, Montreal, Canada . Game design, game balancing and monetization on different online game projects

30/08/1986 GAME DESIGNER 177, RUE GRAND 83140 SIX-FOURS-LES-PLAGES 07 81 71 45 64 baptiste.caillaud@hotmail.fr

2009 > 6 months internship at PANOPLIE studio / Montpellier, FR Game design, level design on a whole project 2007 > Internship at INCANDESCENCE studio / Paris, FR Discovering the world of digital creation by understanding their way of work 2004-2010 > Different professionnal experiences from kid entertainment to factory job: helped to develop teamwork, concentration, creativity, imagination... SKILLS

> Knowledge of Source SDK, Unreal Development Kit, unrealScript and Unity > Knowledge of 3DSMax, Adobe Creative Suite, Microsoft Office, Perforce

EDUCATION

2011-12 > Graduated from DSKSupinfogame / Pune, India Working in a team of 4 to create a working prototype for one of my game concepts selected by the 3rd year jury, and using the Unreal Development Kit 2010-11 > DSKSUPINFOGAME / Pune, India MA in Game design and project management Programming and software manipulation, game flow and mechanics analysis 2009-10 > JOSEPH FOURIER UNIVERSITY / Grenoble, FR As un-enrolled student to improve my programming skills 2008-09 > PAUL VALERY UNIVERSITY / Montpellier, FR BA in professional video game creation Team management, 2D and 3D tools, agile methods overview, sociology... 2005-08 > JOSEPH FOURIER UNIVERSITY / Grenoble, FR Modern physics, maths and mechanics, C++ 2004-05 > NATIONAL POLYTECHNIC INSTITUTE / Nancy, FR Communication processes, time management, programming introduction June 2004 > Scientifc Baccalaureate with distinction

MAIN INTERESTS

CV

> Litterature : Novels (J. Irving, E. Yoshikawa, J.C. Grange, H. Hesse...), Sci-Fi (I. Asimov, A. Damasio, P. Bordage...), Fantasy (R. Feist, D. Farland, J.R.R. Tolkien...) > Video games  : FPS (Orange Box, L4D 1 and 2, Dishonored...), Action (Splinter cell, Assassin’s Creed series..), RTS (Starcraft, dota2, HOMM...), Casual (Plant Vs.Zombies, FasterThanLight, MineCraft...) > Board games  : Smallworld, Race for the Galaxy, Endeavor, Dominion, Ghost stories, Tokaïdo, Settlers of Catan, Dixit, Colt Express... > Sports : Hiking, climbing, skiing, badminton


-WORKPROJECT INTRUDER ALERT! INTERNSHIP AT REDMATTER 2012

GAME/LEVEL DESIGN -WIP under NDA

These few screenshots show part of the work I’ve done during my 6-month, online internship at redMatter as a Game/Level Designer. Creating Level Design Documents and building the first drafts of the levels in UDK, analyzing them, and improving them regarding the needs of the game. There I learned the do’s and don’ts as a Game and Level designer among a developping team


FINAL YEAR GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011

The following game concept document was presented during my 3rd year in DSK Supinfogame India. The concept was selected by the trainers’ jury, and am currently developing a prototype for this game concept with a team of classmates for my final year in DSK Supinfogame India.



                                  

 



 

      • •     a          • •           



FINAL YEAR GAME CONCEPT

 •  … … •     •C… •  …   



       


FINAL YEAR PROTOTYPE DEVELOPMENT DSK SUPINFOGAME THE PLAN 2011/2012

Screenshots of my final year project at DSK Supinfogame. My three teammates and I had 9 months to create a playable prototype for one of my game concepts using the Unreal Development Kit. I assumed the roles of game designer and lead programmer. The project received the jury’s congratulations (jury composed by more than 20 professionals of the video games’ industry) with a score of 17.98/20 ! Trailer : http://cpc.cx/6FM

FINAL YEAR PROJECT -Playable prototype


FINAL YEAR PROTOTYPE DEVELOPMENT DSK SUPINFOGAME 2011/2012

Screenshots of my final year project at DSK Supinfogame. My three teammates and I had 9 months to create a playable prototype for one of my game concepts using the Unreal Development Kit. I assumed the roles of game designer and lead programmer. The project received the jury’s congratulations (jury composed by more than 20 professionals of the video games’ industry) with a score of 17.98/20 ! Trailer : http://cpc.cx/6FM

FINAL YEAR PROJECT -Playable prototype


PROJECT LEVEL DESIGN STALINGRAD 2010

Here are some pictures showing one of the personal project I was working on during the year 2010. We started this project with a friend, and managed to create a fully playable level for the game Team Fortress 2. The map got a few reviews, and was appreciated for the changes it brought to the original gameplay and ambiance of Valve’s game.

LEVEL DESIGN


3RD YEAR PROJECTS 2011

Whaky Wheel This project was completed in DSK Supinfogame in India. The objective was to create a fully playable game in 2 weeks, using Unity3D. We were a team of 7 people, and I assumed the roles of Lead programmer and game designer.

Neverwinter Night of the Dead This project was completed in DSK Supinfogame in India. The objective was to create a fully playable campaign module for the game NeverWinter Nights 2, based on the story line of the movie The Day of the Dead (2008). We were a team of 10 people, and had 6 days to complete the objective. I assumed the roles of Quest designer, scripter and technical coordinator. Trailer: http://cpc.cx/4Ol

GAME/LEVEL DESIGN


PROJECT CHALLENGE WORLDOFLEVELDESIGN 2010

The following images show the work I did during a level design challenge organized by the website http://www.worldofleveldesign.com/ The rules are easy : come as close as possible of the reference images provided, using the level editor of the source engine, and show to the community the day by day evolution of the project. This had to be done in one week or less.

reference image

reference image

LEVEL DESIGN


GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011

-The following game concept document is one of the assignments I had to do during my first year in DSK Supinfogame India. It had to follow the given constraints, (theme, hardware, genre, deadlines), and to be original enough to seduce investors. -The goal of this GCD was to think of a Real Time Strategy game, using the Intellectual Property of the movie “Brazil”

Baptiste CAILLAUD

Baptiste CAILLAUD

08/10/2010

08/10/2010

FDRL Ministry Of Information

FDRL Ministry Of Information

Free Democratic Republic of Liberty

Free Democratic Republic of Liberty

Marketing and Sale pitch Create your city, manipulate your people and manage your Ministry of Information. Don’t waste your time trying to listen to the populace and granting it happiness. It’s high time for you to finally rule the world the way YOU want!

Satiric view of a possible future, going accordingly to the universe depicted by Gilliam in his movie. No more satisfying your people. Use and manipulate them to satisfy yourself!

-Improve your ministry, department after department, and unlock loads of means to control your people. -Spy upon your population to dismantle any terrorist plot before it’s too late. -Send them your “security” teams to stop them. -Reward snitching and make sure you have informers inside the enemy’s ranks. -Ultimately, find as much information as possible in order to bless your people with the ignorance they need.

Genre: Real Time Strategy/Management

New genre of RTS based on the Intellectual Property of a movie considered as one of the 100 best ever realized.

Demographics RTS is the most sold computer game genre. More than 35% of the market, representing a potential 10 million sales.

Competitors -Dungeon Keeper & Tropico, regarding the universe. -Anno concerning the government management part

Your mandate starts NOW! Make sure to take control of the situation as firmly as possible, before those filthy serfs wasting YOUR money defy your authority!

Platform: PC

MIN

Audience: Mature

Page 1

Form No.27B/6

GAME CONCEPT

INFO

Free Democratic Republic of Liberty, Ministry Of Information Issued in compliance with the Act No. 309/200 Col 1, Section 30, Para 5

RY OF IST

ATION RM

Reserved for Administration

-Manage your government, attract population with nice buildings and commodity, create your Ministry of Information, support it with men and money... and use it to CRUSH your populace’s petty rebellion in order to grow as big, rich and powerful as you will.

Reserved for Administration

Concept overview

Free Democratic Republic of Liberty, Ministry Of Information Issued in compliance with the Act No. 309/200 Col 1, Section 30, Para 5

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Form No.27B/6


3D CREATIONS

The following images show some of the work I did during the 3D modelisation classes. Far from being a specialist 3D designer, I’m able to model basic 3D shapes.

MODELISATION


GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011 Baptiste Caillaud 06/12/2010

Chance Betwixt

-The following game concept document is one of the assignments I had to do during my first year in DSK Supinfogame India. It had to follow the given constraints, (theme, hardware, genre, deadlines), and to be original enough to seduce investors. goal of this GCD was to think of a game, respecting the constraints given by Baptiste-The Caillaud Chance Betwixt a random game pitch generator 06/12/2010

GAME PITCH for Chance Betwixt (sic.), a maze game fused with a shooter mechanic. It features a photo-realistic Buddy who speeds and rotates through a patriotic planet and eventually wins by scoring the most points.

Ambiance Example: Dark, narrow, obstructed alleys in Coruscant (star wars universe)

Ambiance example : "the Fifth Element" Luc Besson (1997)

Chance Betwixt is a one-up-to-four player game, high speed race game, taking place in a futuristic, patriotic planet, where one faction (the resistance) is being hunted down by the second (the patriots) through the maze of the city planet’s streets.

Race/Orientation game featuring high speed futuristic vehicles piloted through the motion detecting device Kinect. Lean to engage a curve, or drag your vehicle up and down. Both hands are for speed and weapon controls.

Concept Overview

Kinect in Action

Maze like levels where the player must avoid traffic, obstacles and enemies to find its way out of the city as fast as possible.

The player is either part of the resistance, or of the over patriotic, despotic government of the planet. The first has to escape from the second.

Hidden shops and stands to upgrade or repair your vehicle, getting some information about your opponent(s), or just to hide from your enemies for a while.

If the player is part of the resistance, he has to race for his life and ultimately for the success of his cause. If he’s part of the government, he has to hunt down and destroy the resistance vehicles and recover information in the wreckage.

Optional and/or mandatory secondary objectives during the mission, drawing the player away from a direct exit of the maze High speed motion impression

Ambiance example : "Avant l'Incal" Jodorowsky & Janjetov (1988)

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GAME CONCEPT

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GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011 Baptiste Caillaud 06/12/2010

Chance Betwixt Baptiste Caillaud 06/12/2010

The player is driving a flying vehicle, implying he has to control its height: drive too high and you’ll be detected by your enemy’s radar. Fly too low and you will crash!

Chance Betwixt

Marketing and sales pitch

Bonus zones where you can get special abilities and/or weapons for your vehicle Example of architecture: "Immortal", Enki Bilal (2004)

Shooting component using the kinect technology to analyze where the player is aiming, when he is shooting, and what weapon he is using

The new technology of microsoft is the fastest adopted consumer electronics device ever with more than 2.5 million units sold on the first month of release. It’s 500,000 units more than the iPad sales!

Small game using the XBLA platform, known for its accessibility and its high selling potential

Possibility to mark the spot you already crossed in order to keep track of your earlier movements (bonuses, weapon impacts, enemy crashing on the walls….)

Example of head up display while aiming

Special zones with different impact on your vehicle (gravity, lighting, fog...) increasing the importance of your different choices in directions

Game usable as a demonstration for the new technology of Microsoft Single and multiplayer modes, both with cooperation or versus mode Potential interest for both fans of dark science fiction universe, and fans of race games and more precisely, fans of the “Mario kart like” genre

Well defined impacting universe, with its inhabitants, patriotic or allied to your cause, that will either get in your way or help you with your mission Score component function of time spent to get out of the maze, speed average, condition of the vehicle, amount of enemies killed… Multiplayer part can be played in cooperation (flight formation, lures, cover, simultaneous objectives…) or in versus mode (two teams, the resistance and the government)

Unique Selling Points Very few mario kart style games on Xbox despite a successful gameplay Master the 3 dimensions to guide your vehicle where you want! Fuse with your vehicle and drive it where you want thanks to the Kinect technology The technology being new, just a few games featuring Kinect are out, immediately placing Chance Betwixt in a good position for loads of sells

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GAME CONCEPT

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GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011 Baptiste Caillaud 06/12/2010

Chance Betwixt Baptiste Caillaud 06/12/2010

Chance Betwixt

Competitors Wipeout, Mario kart, Blur/Split second are potential competitors, but only blur has been released on the Xbox 360 platform. Compared to this game, Chance Betwixt is clearly going beyond the simple “driving” experience, and is offering more than yet another driving game.

Platform Chance Betwixt is clearly exclusive to the Xbox 360, as it’s using the all new Kinect technology

Demographics Chance Betwixt doesn’t feature any violent scenes or language, making it suitable for every young players, providing that they can stand! Even if the Xbox 360 was mainly used by young adults and adults until now, everything is going to change with Kinect, increasing the interest of younger players for the console.

Get ready to feel the excitement of a flying car race, where the only two outcomes are winning,... or dying!

Percentage of sales by genre in 2009

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GAME CONCEPT

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PHOTOGRAPHY 2011/2012

The following are a few pictures taken during my various trips in India and Canada

PHOTOGRAPHY


GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011

-The following game concept document is one of the assignments I had to do during my first year in DSK Supinfogame India. It had to follow the given constraints, (theme, hardware, genre, deadlines), and to be original enough to seduce investors. -The goal of this GCD was to think of a game based on the IP of the movie “Moon”.

MANIPULATED

Baptiste CAILLAUD

Manipulated is a single player, first person psychological survival horror game where the player has to find a way to stay alive and to escape the moon-based mining facility he was working in.

PSYCHO

Exploiting the h responsible, wh who can you tru

CONCEPT OVERVIEW

MECHAN 12/08/2010

PREMISES:

In this context, our avatar is one of the first people exposed. Every one exposed to the metal starts seeing horrible monsters instead of some of their colleagues, and start shooting at each other. People whom have been exposed long enough will eventually mutate into actual “space monster”. The player has to find what happened, where all those monsters are from, how to send them back there, and ultimately, he has to find a way to go back on earth

Game Concept Exam

In the near future, the metal our avatar was supposed to mine along with his colleagues on the moon has in fact a psychological impact on people directly exposed to it, making them to have hallucinations and perception disorders.

Examples for the moon base architecture

SURVIVAL COMPONENT: Homemade and “conventional” weapons that the player has to maintain, ammunition rationing, aids and drugs to fight the hallucinations, special suits (mining suit, space suit, armored suit…). As the player is on the moon, most of the time its combination HAS to stay pressurized.

HORROR COMPONENT: Dark ambiance, slow paced movement, strange unexpected events, mysterious sounds, unknown futuristic place… Page 1 on 3

GAME CONCEPT

First person sho Instead of healt Effect 2, CoD 4, refilled with a d suit will vent ox


GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011

MANIPULATED PSYCHOLOGICAL COMPONENT: Exploiting the human fears and its reaction to the unknown: what happened, who is responsible, what is real, why some monsters are peaceful while the others are savage, who can you trust or not???

Example of ambiance for the levels: “Aliens” R. Scott (1986)

A discretion gauge indicates the player if he is visible to the enemy Some people on the stations still look humans to the player, and can be talked to. Some of them will be able to help you for some time, or will give you more indications about what to do, or maybe will mess with your mind… Puzzle mechanics to open doors, hack computers, bypass power, find your way to the next objective…

Game Concept Exam

First person shooter mechanic in a low gravity environment Instead of health and armor gauges, your avatar has a regenerative health (e.g: Mass Effect 2, CoD 4, 5, 6…) but your suit has an oxygen gauge, (always going down, can be refilled with a direct O2 line or with an oxygen bottle) and a condition gauge. A pierced suit will vent oxygen at a much faster rate.

12/08/2010

M E C H A N I C S O F T H E G A M E:

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Baptiste CAILLAUD

Special zones where to use spare parts to repair your inventory The player’s suit often has to be hermetic. If he’s hit too much time and that his suit is pierced, he has a short amount of time to repair it and to plug the holes.

Example of monsters

Low gravity driving session when moving from a station to another. Avoid bursting your tires! Page 2 on 3

GAME CONCEPT


HORROR COMPONENT: Dark ambiance, slow paced movement, strange unexpected events, mysterious sounds, unknown futuristic place…

MARKETING:

DEMOGRAPHICS:

The horror genre is quite rare on computers, and MANIPULATED could grasp a market left aside by other studios. Moreover, “space” science fiction has always been a successful genre, if handled properly!

The audience for the game is mature, (as it contains gore/violent/scary scenes...) which represent around 75% of the players panel. According to ESA, more than 10% of the computer games sold are shooters. Add to that a survival horror component, and its aiming for a nice share of the computer games market.

PLATFORM: Mainly for computer, as it’s a First Person Shooter gameplay, but it could also be developed for PS3 and Xbox 360, where the competition however is much more present

COMPETITORS:

Dead Space: another survival horror in space

UNIQUE SELLING POINT: Low gravity environment impacting on the whole gameplay The player has to question himself every time he sees something, whether it’s real or not, and what he should do about it

12/08/2010

MANIPULATED

Baptiste CAILLAUD

Game Concept Exam

GAME CONCEPT DOCUMENT DSK SUPINFOGAME 2010/2011

The main competitors for MANIPULATED on computer are DOOM 3, F.E.A.R, Alone in the Dark, and of course Dead Space. On console, it would be Resident Evil, Silent Hill, Fatal Frame, and Siren

Your suit is sealed, your stuffs are packed and on your back, your weapon locked and loaded... ...Now let’s head toward that noise! Page 3 on 3

GAME CONCEPT


Portfolio of Baptiste Caillaud - Game/Level Designer