Ivan VoirolCreative Project Management |
My Work
Video Games
Visual Assets
Films / Videos
Sites / Pages
Event Participation
A textless exploration adventure
Pulled out of your cryogenic sleep, you wake up aboard a huge ship of which you seem to be the only passenger. As you regain your senses, you quickly discover the reasons for your abrupt awakening, and understand the dangers that threaten the tranquility of your space travel.
A textless universe
Test your logic in a world full of mysterious puzzles and riddles, without text or numbers. No dialogues or endless textual descriptions, the world is a playground where everything can be understood by playing.
Vivid scenery
No matter where you are, there are always machines to operate, tools to use, and symbols to decipher. Nothing is randomly placed, and every detail can help you. Gather clues to unravel the mysteries of your past, and figure out how to escape the dangers that await you.
A surprising adventure
Explore retro pixel-art settings, brimming with color, interactive objects and secrets. Experience a fabulous and unpredictable adventure.
Game design, Code, Visual design and Story
Ivan Voirol
Game engine
Godot Engine
multiplayer and competitive
Phonecare simulates ecological issues and challenges, using a competitive style of play while encouraging cooperation between players. With its different types of strategy, and events that alter constraints and priorities, Phonecare offers a high degree of replayability.
A game about digital sobriety
The design of this game was guided by learning objectives (digital sobriety). The development team therefore took great care to integrate the challenges of digital sobriety, the possibilities for action, and the constraints of the current context, to create a gameplay as representative as possible. The focus was on coherent, effective game mechanics.
Digital AND paper versions
Phonecare is also available in paper version, for even greater digital sobriety.
Game design
Daniel Casas and Ivan Voirol
Code
Daniel Casas and Ivan Voirol
Visual design
Ivan Voirol
Texts
Daniel Casas, Ivan Voirol and Laure Geissbühler
Localization
Daniel Casas and Tina Youssef
Game engine
Godot Engine
Acknowledgements
Nicolas Szilas, Simon Morard, Stéphane Moran and Thi Kim Oanh Hélène Le
2021
Play and download on Itch.io
Madeleine is a short puzzle game, where you uncover events of a friendship. I made this little game for the Global Game Jam 2021 edition, but I had so much fun making it, than I ended up working on it longer than 48h! |
"Lost and Found"
In keeping with the theme of the Global Game Jam 2021 ("Lost and Found"), Madeleine takes you on a cozy train ride in search of buried memories of friendships. One by one, rediscover events from your past.
A textless experience
I made a lot of new visual assets for the game, to create a sense of exploration. As for Aphotic, the game contains no tutorials, and lets you try to understand how it works. The only text it contains, is a quote from Proust, which justifies the concept of the game. Source code available here.
My first game jam
This project was my first participation in a game jam, and although it took place during the covid (and therefore remotely), I had a lot of fun creating under strict time and theme constraints. It certainly won't be my last game jam!
Game design, Visual Design, Code, Story
Ivan Voirol
Testing
Paul Chibret and Clément Raphin
Music
"Memories of a Lost Autumn" Composed by Jonathan Shaw (www.jshaw.co.uk)
Game engine
Godot Engine
2021
Play and download on Itch.io
TOO FAST is an arcade action game that lets you drive a car with uncontrollable speed. Why? Don't ask, instead focus on the police cars and signs coming at you! |
Finish what you start
This game is a remake of on old project of the same name made with Construct 2. I gave up on it, thought I could try remaking it from scratch in Godot, and this time actually finish it! So this project started in 2015, and I'm finally done with it now. The original ressources are available on OpenGameArt.
Production also speeding
I also tried to focus on content production, and not so much about code improvement and clarity, just to see how much I could speed it up. End results? This isn't a good idea at all... I actually spent much more time on the code than before, so look into the source code at your own risk!
Game design, Visual Design, Code
Ivan Voirol
Online leaderboard
SilentWolf (https://silentwolf.com/)
Music
Battle by Jahzzar (https://soundcloud.com/jahzzar/)
Orbital Colossus by Matthew Pablo (https://www.matthewpablo.com)
Game engine
Godot Engine
2016
Play online
Zpace is an arcade action game in which you must protect your home planet using one of the 12 ships available. Develop your reflexes, and create the ultimate ship! |
Big steps
Zpace is the first game I've produced iteratively, over several weeks. It's not finished, but the main gameplay loop is fully integrated. It's a kind of Vampire survivor, long before that genre was cool!
Finish what you start
The game is developed entirely on Construct 2, using visual programming. Most of the assets were found on OpenGameArt.org, a site on which I published many assets at the time.
Game design and Code
Ivan Voirol
Visual Design
Ivan Voirol, Master 484, clint Bellanger and Daniel Hernandez
Music
Sawsquarenoise and BoxCat games
2014
Play online
In Space95, pilot a defenseless ship through randomly appearing enemies from all directions. Stay alive as long as possible in this simple arcade game! |
First milestone
I developed this game alone, on Construct 2, in less than a day. It's not very ambitious, but it's straight to the point: it's the first game I've published. In fact, it's a prototype with some polished aspects, to make it a short but effective experience.
Beginnings
I feel a kind of nostalgia every time I play Space95 again, because it reminds me of the time when I was naively discovering the rudiments of video game development.
Visual Design, Game design and Code
Ivan Voirol
A diverse tileset
It contains textures of grass, stone, water, plants, snow, concrete, wood, dirt, houses, and transition tiles to combine them all together. There are also characters with a four-directional walk animation :
You can create villages, ports, forests, and a lot more. A demo is available to test the grass and stone tiles, which you can find in the download section.
Visual Design
Ivan Voirol
2020
Download on OpenGameArt
Mettalic Orange is a minimalist tileset with a palette of just 8 colors. It offers a high-contrast, retro-style design. |
Visual Design
Ivan Voirol
Visual Design
Ivan Voirol
Production and Editing
Ivan Voirol
Writing and Presentation
Camille Dunand, Gabrielle Vasa, Perry Heirtzler, Milan Delavault-Spencer and Tiffany Boquete Pardo
Music
"Beauty Flow" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License
"Eternity" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License
Traveling in your mind by Loyalty Freak licensed under a CC0 1.0 Universal License.
An interactive learning ressource
The learning of length conversion takes place during primary school, and is generally introduced by means of the conversion table. This table is often kept on hand to help students solve conversion problems. So it's a tool frequently used in the classroom, and it's important to know how to use it to master length conversion.
Production and Editing
Ivan Voirol
2015
Watch on Youtube
When you're working on the "long-lasting light bulb" project, you have to expect anything. Including having to choose between profits and revolution for mankind. |
"Light"
This short film was originally produced to take part in the CROUS Grenoble 2015 competition, whose theme was "light", for which it won first place. It was conceived as a response to the projects usually submitted, usually dark and uneventful, with a comedy that has a tragic tone.
A fast production
The team behind the film is made up of 6 people. The entire writing and shooting process was completed in less than 5 days.
Production and Writing
Ivan Voirol and Clément Raphin
Cast
Ève-Anne Phan, Paul Chibret, Ivan Voirol and Amélie Pichard
Photography
Clément Raphin
Sound
Clémentin Bonjour
Editing
Ivan Voirol
Music
"Oginiland" and "Kelli's number" by the U.S. Army Blues
2015
In March 2024, the Game Developer Conference opened its doors in San Francisco, an event of global importance. Taking part was a real adventure! |
A learning experience
I had the privilege of participating as an exhibitor at GDC 2024, to present Rise of Peles, a game developed by Twisted BrainZ. This experience enabled me to meet some fascinating people, discover some exciting projects, and learn more about the video game industry.
"What's your game about ?"
I was also lucky enough to be able to take part in the pitch competition, thanks to which I was able to practice the art of pitching, clarity and concision. There's no better training than hands-on practice!
GDC and more
But GDC isn't enough: this international meeting place is packed with side events that are ideal for exchange and discussion. So, in addition to GDC, I took part in many other events, such as Pocket Gamer Connects, European Game Showcase, Courage XL and Courage En Tour.
A diverse team of 12 people
Daniel Casas and I were lucky enough to be among the 10 projects selected, and 10 people joined our team, from the fields of IT development, marketing, business and graphic design. As a result, we were able to work on Phonecare, a video game about digital sobriety.
Prototyping and iteration
Our team's work produced 3 game prototypes, all following the same main objective of raising awareness of digital sobriety. This event opened up a number of avenues for the future of the Phonecare project.