Hi there!
It’s been a while since I last made a recorded session of 3D asset creation, so here’s a video of me creating a simple 3D mushroom model for the game, with Blender and Krita.
I hope you like it!

Hi there!
It’s been a while since I last made a recorded session of 3D asset creation, so here’s a video of me creating a simple 3D mushroom model for the game, with Blender and Krita.
I hope you like it!

Hi there,
I’m still working on the game! Crazy isn’t it?
Recently, and after many feedbacks I had, I’ve been trying to rework the fighting system to make it more fun and “punchy” (more effects, more feedback), and I also changed a few controls.
Among other things:
1 – The character “slides” much less than before when attacking
2 – Hits trigger a micro-freeze and some kind of vibration feel on the enemy, resulting in a much more convincing power strike. I got this by carefully watching ultra slow-motion videos of Street Fighter. They achieve to convey so much energy to each character move that I spent hours carefully studying how it was done. This was super instructive.
3 – The super attack now has more visual effects
4 – Enemies now have a super attack too, and it can’t be blocked. You can only run away from it. It’s not that difficult when fighting a single enemy, but it gets much more complicated when there are many of them. You’ll have to adapt your strategies!
5 – I tried to balanced the fighting by giving each attack a possible counter. I learnt a lot about fight system designs on David Sirling website (http://www.sirlin.net/articles/designing-yomi). This guy worked on re-balancing of the old Street Fighter II game. Crazy good work to learn from!
6 – Blocking now uses some magnetic energy, and you can’t block for ever without moving/escaping to recover energy. This changes a lot the way to tackle fights.
Sadly, trying to improve the fighting system broke a few things, and I’ll have to balance again attack power, speed and other parameters. Plus, I’ll have to adapt the tutorials in the Bo Dojo one day or the other.
But anyways! I hope the game keeps getting better and better.
Peace!

Hello there,
This week-end I took part in the Ludum Dare contest, a video game creation challenge that lasts 72 hours. I haven’t been able to work for the whole duration, but I found some time to create a little game for the contest: “The Child Spirit”. The theme was “Growing, two button controls”. I made everything from scratch (except the soundscape) in more or less 25h.
The “Child Spirit” is a simple non linear runner game where you play a fox. You must find animals and get back the Forest Spirit who is leaving. The goal is more or less in line with the “growing” theme, as you’re supposed to grow a herd of the forest animals.

And here is the last demo of A Thief’s Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Beware: This is the alpha (=NOT FINAL) demo of November 2015. If you want to get the latest demo for sure, just check the official website.
Feedback & bug hunt: As usual, if you want to tell me what you think about the game, or if you find bugs, contact me at contact at oneiricworlds dot com
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+
Under Linux, you have to change the execution rights on the game file:
chmod +x aThiefsMelody.*
Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!
You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).
The main new things I’ve done since October 2015 are:
Content
Code & optimisation
… And a lot of work for the Toulouse Game show too (banners/kakemono design, tee shirt, booth preparation, visit cards, …)
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions/problems:
Have fun! Peace!

Hi!
This November month is extremely busy! For people who want to know more about the game or how I create it, you can find me at the following Events:
November 18th at 19h at Etincelle Coworking (Toulouse)
https://www.facebook.com/events/156203508066244/
Free Entrance!
I’ll talk about the challenge of creating a video game, the ups and downs, the tools I use and how I tackle all the issues I encounter.
November 21st & 22nd at ENSEEIHT (Toulouse)
https://2015.capitoledulibre.org/
Free Entrance!
I’ll make a conference on using Blender for video game creation (on Saturday) and a workshop/demo on creating simple cartoon assets for video game with Blender and Krita (on Sunday)
There are LOTS of other cool conferences on libre/free/open source softwares, so check them out on the link above.
November 28th & 29th at Parc des Expos (Toulouse)
http://www.toulouse-game-show.fr/
I’ll have a booth in the Indie Game Zone with lots of my friends and colleagues of Toulouse Game Dev. You can test the game, talk with me and meet awesome indie game developers! And of course there are tons of other things to discover.
See you there!

Here a quick post, but an important one!
For those of you who want to financially support me, I can now say that it is possible through my brand new patreon page:
https://www.patreon.com/oneiricworlds?ty=h
For those of you who don’t know, Patreon is a website where you can support many creators (youtubers, musicians, artists, comics authors…) by giving them money regularly. There is absolutely no obligation, and you can stop at any moment. Depending on how much you give, you get various and cool rewards. Check it out, everything is described on the page!
It took me quite some time to set up, but I’m happy with the result. Oh! And don’t hesitate to share it around you! I’m sure you all have geek friends and family who could be interested 🙂 The more support I get, the more time I can spend on the game!
Thanks a lot folks!

And here is the last demo of A Thief’s Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Beware: This is the alpha (=NOT FINAL) demo of October 2015. If you want to get the latest demo for sure, just check the official website.
Feedback & bug hunt: As usual, if you want to tell me what you think about the game, or if you find bugs, contact me at contact at oneiricworlds dot com
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+
Under Linux, you have to change the execution rights on the game file:
chmod +x aThiefsMelody.*
Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!
You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).
The main new things I’ve done since July 2015 are:
Content
Code & optimisation
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions/problems:
Have fun! Peace!

Hello,
You might already know about it, but I’ve done my first real video game show/exhibition! It was very nice to meet so many passionate people! I know it was a month ago, but I wanted to share info about it!
I was a bit stressed about how people would perceive my game, but it went very well. Everybody took the time to explain me what was cool or not about my game and what I could do to make it better. So thanks a lot to everybody who took the time to drop by my booth.
Now I know what I have to improve for the next releases!
By the way, thanks a lot to my colleagues and friends of Toulouse Game Dev and Toulouse Game Show for all the organisation. It was great! Now the next deadline is the Toulouse Game Show at the end of November.
And you know what? Spending 2 days speaking all the time to explain the game to everybody who comes by… it’s really exhausting! What a job! And the PAGS is supposed to be a “small” show… :S How lucky I’ve been!
During the PAGS, I also met many young youtubers who wanted to make playtests/let’s plays of the game. So if you want to have a look at the game with player comments, check out those links (in French):
https://www.youtube.com/watch?v=vP_kTZhbo94
https://www.youtube.com/watch?v=LCSSR2cJiKA
https://www.youtube.com/watch?v=pvLZEd22-hU
Thanks to you all guys!
And for the first time of my life I was interviewed by 2 press teams about the game. This was pretty surprising for me; I wasn’t really prepared for it, but that was a very nice experience. So here’s a link to my first press article (in French):
http://www.jessica-f.com/geek/pags-gaming-thief-melody-kaaarot/
That’s a nice start 🙂
That’s all for today, but I’m working on lots of things that I should be able to share very soon.
OK, you read until here, so I can tell you there’s a new website that I redesigned after the show, to take into account all the questions I was asked. Check it out:
http://www.oneiricworlds.com
See you soon!

Hi there,
Just a quick post to tell that I’ll be at the Pau Anime Game Show (PAGS) in Pau (France) this week end. Don’t hesitate to come in the Indie Zone and have a chat or test the demo!
More info about the PAGS here:
http://www.pags-pau.fr/
See you soon!

Hi!
Finally! I took the time to create a trailer to showcase the game. It took me quite some time, but first I had to work on the game to have something to show! So here it is:
I hope you’ll like it! Don’t hesitate to share it if you want to help.

Hello everybody,
Here’s another timelapse video of me creating some kind of explosive plant for “A Thief Melody”. I used Krita and Blender.

And here is the last demo of A Thief Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+
You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).
The main new things I’ve done since May 2015 are:
Content
Code & optimisation
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

Hello there,
It’s been a a while 🙂 It’s always difficult to keep posting regularly. So, today, here’s a timelapse of me creating a wooden crate for the game. This gives a good idea of how I work to create all the 3D art in my game.

Hello,
Here’s a quick post to tell you about 2 things.
First, I’ve recently been greenlit on Steam! This is a very recomforting news for me, as it provides me a great online platform to distribute my game. For the record, I submitted my game to Steam Greenlight one year ago, and, after 1300 positive votes from the 9000 players who checked out my game, Steam accepted to distribute it.
This is a huge chance for me, because Steam is THE leader in online PC game distribution, reaching more than 30 millions gamers. It’s the equivalent of the AppStore for PC. Now… I have to finish the game 🙂
And more recently, I’ve been kindly invited in Paris by my old school friend Jesse to talk about my job at the Gamelier, a weekly meeting about video game creation. So I made a little talk session about being an indie, and how my everyday life is. So, for the curious people, here’s the video IN FRENCH:
I hope you’ll find something interesting in there!

And here is the last demo of A Thief Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!
You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).
The main new things I’ve done since December are:
Content
Code & optimisation
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

Hi there!
It’s been a while since the last post… I must post more often!
OK so the first and main news is that World of Thieves (which was a temporary name… ) will now be known as
Yes! This will be the new official logo/title of the game.
I spent quite sometime thinking whether I should change the name or not… And finally I thought that “World of Thieves” might not be very well suited for a game where you don’t see that many thieves. Plus, I wanted something that conveyed the idea of music, because I like it, and moreover because it will be a part of the gameplay, and maybe of the story too.
I wanted an efficient and simple visual, and I hope this one is clear enough. And as you might get it from the picture, yes, the hero will be able to play the flute.
Well… not a whole new site! I can’t afford to make a new site for each post 😉
I recently watched a conference about “marketing for indies with 0$ budget” from Emmy Jonassen (aka Indie Game Girl). Here, for the curious guys: https://www.youtube.com/watch?v=SkEQtMP2CuA
I already read a lot about the subject, but having a new name and new screenshots, it motivated me to create a real “official” landing page for “A Thief Melody” (Yes, get used to it). From now on, it will be the default page for the “Oneiric Worlds” website:
Or you can use the “A Thief Melody” menu on the header. (Don’t worry you can still get to the dev blog from this new homepage).
Basically, there are dowload links to get the latest demo (which is always the same by the way), social network links and a few screenshots and info about the game. I also plan to add a trailer, but I still have to create it, so this will be for later.
Until now, the Dev Blog was the homepage, and the somehow chaotic and numerous information might have got most of the visitors confused about the game, especially if their are not into tech stuff.
So, I hope this page is clear enough to get a good overview of the game. Tell me what you think about it!
If you watched the above web page, you might have noticed new icons for social networks if you want to get the latest news: Twitter and Google +.
I’m not sure if I’ll be able to post everything on all the communities, but I’ll give it a try, see how many people respond to it/are interested, and see what I can handle.
The thing is, old school RSS and mail subscriptions are not that many (but a big thanks to you guys, who were the first followers!), and I reach more people through sites like Facebook or IndieDB, which are easier for people to follow.
And of course, these accounts are new, so there is not much to read at the moment, but I will repost at least every blog article and new demos on these sites.
OK so this was a post mostly centered on communication and marketing stuff, but don’t worry, I still work on the tech and artistic side and the game is slowy improving. Check out the last screenshots on the new homepage! More on that on another post!
Peace, and thanks for your support.

And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zelda” and “Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!
It’s been a while since I haven’t posted a release for MacOS and Linux, so here they are! I recently optimized the demo filesize, so I can post 3 downloads again.
Under Linux, you have to change the execution rights on the game file:
chmod +x worldOfThieves.x86
If you use this 32-bit version of the game on a 64-bit operating system,
you may also have to install 32-bit libraries.
I was successful with the following commands:
On Ubuntu:
sudo apt-get install ia-libs
On Fedora:
yum install libstdc++.x86
… which doesn’t seem to be the exact same thing. But it did the trick for me.
By the way, I noticed the game is really slow on my Linux systems. It was only playable with the lowest quality settings possible. Maybe this is due to my graphic drivers, but I’ll have to test further. It even crashed at the beginning of the pirate warehouse level. Don’t hesitate to tell me if you experiment such problems.
Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!
You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release.
The main new things (most of which can’t be seen in the demo) are:
I spent quite some time trying to port every shader to DirectX 11, but I still have graphical artifacts despite the better overall performances.
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zelda” and “Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
All downloads are 32-bits
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!
The demo filesize is getting bigger and bigger on every new release. That’s why I only share the Windows demo on this post. If you’re really interested in Linux/MacOS demos, send me a mail/comment/contact form/whatever to tell me. But the final release will be on Windows, MacOS and Linux.
The main new things are:
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zelda” and “Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
All downloads are 32-bits
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!
If you complete Lia’s quest, this will take you to the end of the demo. You may want to wander around and find other quests before completing this one.
Furthermore, demo filesize is getting bigger and bigger on every new release. That’s why I only share the Windows demo on this post. If you’re really interested in Linux/MacOS demos, send me a mail/comment/contact form/whatever to tell me.
The main new things are:
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

Hi there!
It’s been a while since I haven’t posted anything game-dev related. But, don’t worry, I won’t write a very technical article this time. I’ll just speak about a new content in the game: Aqualums, the main island (which is NOT the hero home, on which I still have to work by the way…)
So, for this new island, I had a precise idea in mind. I made some concept works using any tool I thought was good for the job: this included a textual description (in a text document), a color scheme and a logical/quest plan (in Inkscape), a digital concept art and a few traditional paper sketches. This is all very rough, but I wanted to have some kind of basis to set the mood. The goal is not to be perfect at this stage.
So here are a few snapshots of my base material (in French for the text, sorry):
Of course, a real concept artist would be horrified by this… Everything is loose, perspective is off, and texts are full of mistakes. BUT, this gives me a good idea of the way I want to go. And I don’t have the time to make it better anyways :p.
So right after this, I jumped into the “blocking” phase: the goal is simply to create ugly 3D blocks to check the dimensions and proportions of the island. Not very pretty, but very useful to make the first tests in the game and “feel” the level.
Here’s how it looks in the game:
The block level. If you look carefully, you may spot 3D texts here and there. It’s just a hint (for me) to know what I’ll put there in the final graphics.
In this stage, I can also check the masses and forms of the buildings and see if there are mainly good visual compositions from the player point of view. The camera/player moves of course, but I just check that there aren’t any ugly/unbalanced spots. I also tried to avoid a too square-y plan of the city.
And once everything seems OK, I start to create the final graphics, using textures, and finer 3D modelisation:
This process is very long! And lucky for me, I already had a lot of wood and stone textures as well as nice wood pontoons from the previous levels. Of course, I reused some of the items, but not all of them! I don’t want this island to have the same look as the other ones. So I also had to create new items: bridges, carpets, a tree, small boats, paper lanterns… There are currently 1300 objets in this level… for now.
The thing is, creating a graphical appearance is good, but this is not enough for a game. I must specify other properties for some of the elements in there: Is it solid? Can the hero collide with it? Does it move? If yes, how?
And some elements have a complex appearance/rendering stage (the tree for example), so, in the end, I also had to code additionnal stuff to create a believable city in the game: flying leaves around the tree, occasional halo around swinging lanterns, and of course, I had to optimize everything to make it run smoothly enough. Because, I’ll have to add characters on top of that.
And the final look is like this:
![20140630_200737[1]](https://oneiricworlds.com/en/wp-content/uploads/2014/07/20140630_2007371-1024x576.png)
Soooo finally, this took me nearly a week of work (I only talk about blocking and finalizing; concepts were done long before and went through a lot of changes). But, at this point, you can’t do anything in this city, except walk/climb around. And you can’t go inside any of the buildings. Useless, isn’t it?
In addition to this new island, I also worked on various stuff, including (but not limited to):
In the end, it’s kinda cool to see that I started with a simple text paragraph describing the city and it’s finally taking shape! But the work is not finished yet…
So that’s all for today!
Peace 🙂

Hi there,
This is just a quick post to share a little presentation I made in a secondary school to introduce the job of “game developer” to young guys between 11 et 15 years old. By the way, thanks a lot to my friend Mathieu for inviting me and thanks also to his colleague Richard! And of course, thanks a lot to all the pupils of the computer science club of Jacqueline Auriol school in Villeneuve for their enthusiam.
It was really fun to discuss with them. It’s quite funny to see that they had the exact same questions I had in mind when I was their age…
For the curious guys out there, I share my presentation here below:
It’s in French and it’s a very introductory/simple presentation, but if it can be of some interest to somebody…
And surprisingly enough, it was quite difficult to prepare this presentation, because I had so much to say, but I had to simplify a lot the complexity of the problem to make it understandable for teenagers. A very interesting exercise!
Apart from that, I still work on my game of course. But more on that later!
Peace!

And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zelda” and “Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!
Survey: Don’t forget to complete the online survey after playing the game!
Bug hunt: As usual, contact me for bugs or any feedback.
Get all the news: if you don’t want to miss anything, subscribe!
Under Linux, you have to change the execution rights on the game file:
chmod +x worldOfThieves.x86
If you use this 32-bit version of the game on a 64-bit operating system,
you may also have to install 32-bit libraries.
I was successful with the following commands:
On Ubuntu:
sudo apt-get install ia-libs
On Fedora:
yum install libstdc++.x86
… which doesn’t seem to be the exact same thing. But it did the trick for me.
By the way, I noticed the game is really slow on my Linux systems. It was only playable with the lowest quality settings possible. Maybe this is due to my graphic drivers, but I’ll have to test further. It even crashed at the beginning of the pirate warehouse level. Don’t hesitate to tell me if you experiment such problems.
Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!
A lot less than for the last demo, since it’s been only 1 month since then. And it’s still a lot of “core invisible thankless” stuff:
You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:
Have fun! Peace!

Hello everyone,
These last days, I’ve been working on 2 new features in the game:
OK, these 2 features are slightly linked…
At some point in the game, the player can travel the whole world without restriction. Of course, this means he can’t only swim because it would be waaaaay too slow. So I wanted to create a cool means of travelling… and, thinking about my creation creed “freedom, humour, oneiric”, I chose to make him ride a turtle! I first created the 3D model in Blender and the texture in GIMP as usual.