Run to Nowhere // Game project
	
	Concept
	Story
	Design
	Code
	Graphics
	Music
	 
	Run to Nowhere is a hardcore "runner game", telling the story of a man purchased by his fears. He has to reach the end of each level before they catch him, fighting his way against anxiety materializations. 
	
		
		This project is born from a challenge : make a video-game all alone, from the conception to the music, including coding, level design, graphics, etc... To be realistic, I choose a Pixel-Art graphic orientation and a simple addictive gameplay, inspired by the Bit.Trip series or Super Meat Boy.
		The biggest and maybe more exciting challenge for me was to learn programmation : I first chose the C# with XNA framework and I had to make all from scratch. With XNA, I made a simple 2D tile-based platformer engine, a custom editor and some gameplay behaviours.
	
	
		
		Finally, I decided to move to Unity 3D and the 2D Toolkit plug-in, to have a well-tried and functional game editor.
		Still a lot to do but I’ve already learned a lot of things !
	
	
	
	Ad Deir monastery // Level design exercice
	
		Map conception
		3D topology creation
		Intention doc
	 
	I designed this map for a level design test : the mandatory was to create an Assassin's Creed "platforming" challenge.
	
	
		I chose to place my level in the series of 
acrobatic challenges to get the Altaïr armor in Assassin's Creed 2.
		My intentions of LD were:
		
			- Respect the AC "realistic" setting (real places)
- Indoor/outdoor path
- Monumental room
- Alternate slow and fast moves
		So, I chose the 
Ad Deir Monastery in Petra, Jordan. In addition to be a good answer for the 3 first intentions, it allows me to imagine what I want behind a 
secret door.