Mediécross (final release)
August 14th, 2010The Contest
This game was made for a one month contest held by the website TigSource.com. The topic of this contest was to create a game inspired by a so-called “fake game cartridge” of the Japanese Famicase collection.
Our game takes place in a world made of clay, similar to what is shown on the cartridge below :

The graphic style is all in 3D, trying to mimic the clay atmosphere, the lighting, and the color scheme of the original cartridge, as much as possible.
The Game
The game design itself is loosely based on the original arcade game ‘Metrocross’ by Namco. The player must run in a corridor, avoid the obstacles (barrels, slowering tiles…), jump on the bumpers, get some items for extra-time, reach the end of the corridor.
Screenshots
Video Capture (720p)
Win32 Binary of the game
Download the Win32 Binary here.
Staff
3D art       : Francois Gutherz
Animation    : Ryan Hagen
Engine & code : Emmanuel Julien
MediéCross.
August 3rd, 2010The project :
Make a game for the AGBIC Contest on www.tigsource.com. Every contestant has one month to make and finish a game. The theme here is to get inspiration for an imaginary Japanese game cartridge.
I choosed this one, for his nice orange clay look :

Preview :
Here’s a small peak of the game, so far :
This level was designed with www.gamestart3d.com , as usual, with the assets below :
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Outdoor scene (update)
June 23rd, 2010Trying to model an outdoor scene.
June 23rd, 2010All these dark level designs I previously started made me feel a bit gloomy… Going outside for a bicycle ride, and visiting the huge city of Berlin, I felt I should imagine something less confined, so I started to doodle this open air design.
I tried to imagine some sort of lost ruin, up in the sky, that the player would reach through a long way made of traps & elevators.
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The screenshots were grabbed directly from the engine, with infinite shadow maps & SSAO, yaye
Into the sewer …
June 21st, 2010Going further with the experiments in GameStart, I started to design a room with a typical “sewer atmosphere” … It was rather promising, then Emman added a water reflection FX on it, and then it looks really awesome.

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Another realtime lomography screenshot…
June 15th, 2010
Screenshot from GameStart framework …
Trying to mix the post process, so that it looks like a vintage photography.
First test of level design …
June 14th, 2010
Once all the (old) assets where converted to the new engine, I tried to assemble that and design some rooms, with gates, elevators, and levels.
The main idea to far is to design an acceptable gameplay, and not to polish the graphics until there’s something funny to play
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Testing the 3D tiles …
June 10th, 2010
From 3DSMax to GameStart.
I made a few tiles, ground pieces, small & large walls, angle tiles, columns… and arranged them using the snapping mode.
Made this in a few minutes. It seems to work !







