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This game, titled: "Kirby Mass Attack", is a top-down "Space Invaders" game I completed using Python 3.6.1 in June 2017 for the University of Utah's "GREAT" program. 

I worked as the programmer to replicate the gameplay mechanics of Space Invaders such as: Player Control, Lives, Speed Power Ups, Enemy Waves, Boss Waves, Current Scores and Highscores, etc.

I also worked on the Sprite Art Animations using piskelapp.com to capture the theming of the Kirby games. These include: Kirby (Player), Waddle Dee (Enemy), Marx (Boss), Maxim Tomato (Speed Power Up), etc. My idea was that Kirby typically rides on the warp star which reminded me of ships and outer space. This uniquely best suited the original Space Invaders game for me personally.
This was an unfinished action platform game simply called: "Megaman" made in Python 3.6.1 in late 2017.

The game consists of Megaman (Player) shooting enemies and jumping over obstacles to get through multiple levels. Fortuitously, this unfinished game has a "wall jump" mechanic to jump up large platforms. This happened because the player can still jump since they are colliding with the platform currently no matter what position they're in. I was going to fix this bug, but I decided not to and made it a feature as seen in one of the later levels. 
This is footage of an unfinished game. The main purpose of this project was to practice with Unreal Engine 4 Blueprints and Scripting using a FPS style game. 

Elements like Shooting, Sprinting, Zooming In, Ammo, and UI were implemented here.
This was an unfinished February 2020 game jam game titled: "CupidHell", a bullet-hell shooter game, in the GameCraft club at the University of Utah.

I worked as a programmer in charge of player movement, player camera, and health/shield mechanics to make it authentic to the bullet-hell style of gameplay. This was all done using the Unity Engine and coded in C# using Visual Studio.

The video displays a simple demo of the work put into the basic controls. The red block can shoot 3 types of projectiles: slow, rapid, and spread shots and there is a shield which protects the player from enemy fire.
This was a recent project for my Entertainment Arts class at the University of Utah. For instance, I had to rig a mannequin model and apply different poses and a texture using Maya. Afterwards, I imported my models into Unreal Engine 4 and applied a wooden grain UV texture to make the final diorama. 

The pictures below are from the final composed diorama project in Unreal Engine 4.
Wooden Vehicle I modeled and textured in Maya (Top). 
Then imported into Unreal Engine 4 with different materials (Bottom).
Emile - Portfolio
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Emile - Portfolio

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