Adrien DEBESSON

Game developer

Professional experience

Ubisoft Bordeaux

In 2019, I joined Ubisoft Bordeaux as a Senior Tools Programmer to work on Beyond Good and Evil 2.

I work mainly on the dungeon creation tools and pipelines in close collaboration with the level designers and artists.

I also worked on a Constraint Programming-based solution for procedural dungeon generation with a researcher from LaBRI. The result of our work was presented at the CP2021 conference.

2019 - Present

D2P Games

In 2009, I co-founded an independent game company with two friends.

We made and released Reckless Squad, a real-time strategy game pitched as a 'reversed tower-defense'. I was responsible for the C++ engine programming, tooling and art, including the assets pipeline, runtime procedural map generation and the dynamic difficulty system.

We won no award and didn't get rich, but we got to experience the whole thing: from brainstorming to customer support.

Personal projects

Aereven Advance

A complete 2D action-adventure homebrew game running on actual Nintendo's GameBoy Advance hardware, made in three months for a jam. (Ranked #4)

Built from scratch in C with custom C# tools and an extensive scripting system.

Working on such restricted hardware really challenged my skills in Low-Level Programming.

Silent Paradise

A complete 2D action-adventure platformer, made in a month for a jam.

Ranked #3 overall and #1 in the actual 'metroidvania' category.

The short duration of the jam and my desire to build a fully-fledged game were a real stress test for my engine, tools and workflows.

Hotel Demonica

Wrote, illustrated and programmed a role-playing game with a complex party-based battle system.

Direct integration of Word, Excel and Photoshop into the data pipeline allowed for rapid iteration.

First of my games to use procedurally-generated music.

The Trespasser

A complete 2D action-adventure platformer, inspired by Metroid, Castlevania and Dark Souls series. With the exception of using public domain audio assets, I did everything myself.

It was made with my own game engine, Dream.

Legends of Aereven: Lunar Wake

A complete 2D action-adventure game, mostly inspired by Zelda. With the exception of using public domain audio assets, I did everything myself.

It's a few hours long, with 7 dungeons to explore and many secrets to discover.

It was made with my own game engine, Dream.

The Lightkeeper

A complete 2D action-adventure game, mostly inspired by Metroid. With the exception of a few sound effects, I did everything myself.

Made in C#, with a custom Entity-Component-System (ECS) architecture, a precursor to my Dream Engine. It allowed me to quickly build many enemies by assembling together reusable components.

The engine is also custom-made, in C with SDL2 and a custom OpenGL renderer, and exposed to the C# gameplay code.

Last (K)night, Code Muse and 25Prism

Wrote, illustrated and programmed three visual novels: interactive stories told with 2D graphics and sound.

I used Microsoft Word as my script editor, with annotations in the middle of the text to direct the presentation. Then a custom C# script would load the DOCX files and output instructions for the game engine (itself a kind of virtual machine).

A physical compilation of Last (K)night + Code Muse was sold at Paris' Japan Expo in 2015. Code Muse was later rewritten as a literary serie and published by the online platform Vivlio Stories.

Tower of Ordal

A bite-sized dungeon crawler for Windows Phone, featuring 16 floors and many enemies.

For a while, it stood right next to Final Fantasy on the Windows Phone Marketplace.

Originally created as part of D2P Games, I developped it solo and remastered it for PC in 2021, using my Dream Engine as a substitute for the original layer of XNA code.

Technology

Dream Engine

Dream is my custom engine, made from scratch. I use it for most of my recent projects, from games to tools.

It is written mostly in C#, except for the low-level platform layer written in C++. It embeds a custom Lisp virtual machine for scripting.

The runtime is heavily based on an Entity-Component-System (ECS) system. I wrote about the engine's inner workings extensively in a technical postmortem.

The editor and other tools use a custom Immediate GUI interface.

2019 - Present

SPF

A portable Simple Platform library used in most of my games.

Written in C++ with C# bindings, built on top of SDL2 and OpenGL 4.0.

It features a modular renderer, used for both 2D and 3D with a GLSL shader generator written in C#.

This project is open source and available on GitHub.

2019 - Present