DOUGY HÉRARD

🔗 Link to Steam Page - Released Nov. 2023
As
Production Coordinator
Game Designer
Technical Designer
Originally brought on in production, my background in game design pushed me early on to become the game's second full-time developer, constantly helping the company's lead programmer in Unreal (with interns and contractors joining us along the way). That meant having a hand in everything related to design, integration and user experience. In the last year of development, my production tasks were swapped with the QA lead.

Personal Prototype
A concept for a haunted house game where the paranormal meets cosmic horror in a tale about a family's search for freedom and redemption from their home's malevolent pull. What starts as a classic haunted house story becomes a foray into body horror, and a thematic exploration of trauma through the supernatural.
A chunk of the classes from my bachelor were dedicated towards the 3D and VR development of this project. It also evolved for a time through Concordia's Milieux VR department, as well as the Indie Asylum incubator's WIP club. A first full prototype is nearing completion.

Chair in Interactive Documentary @ Concordia
VR adaptation of documentary "I am the Blues" by Daniel Cross
Presented in various contexts including the Yorkton Film Festival
As
Designer
Brought on in a later stage of the project, my job was to bring the different parts of the experience together into a linear experience while integrating various new behaviours dictated by the production leads (Cross in tandem with Marco Luna) to enhance the experience and bring to life the interviews from the film of various blues giants such as Bobby Rush and Barbara Lynn.

Millieux Institute @ Concordia
Complementary experiences in VR and on tablet
Led by Olivia McGilchrist, Seyed Tabatabaei and Julia Salles
As
Designer
Main developer for the project. Based on the researchers' inquiries in humankind's influence on aquatic ecosystems, the experience essentially paired a fishing "game" for two through a tablet in a catch-em-all competition, and a connected VR experience where the effects of that over-fishing are represented by an overgrown, darkening underwater space. There, its up to the person in VR to clean the consequences of the other player's doings.

As part of the inter-university Ubisoft Lab
As
Concept/Technical Artist
Game Designer
Level Designer
For this project, I shared several tasks with many of my teammates, but did among other the concept art for the characters, the level and game design of a few stages and mechanics, the fight sequence with a chain chomp-like entity as well as the tech art for some VFX.