Shawn Bergeron

Hello! I'm a dream maker.

Although that's just a very simplified term I came up with for "polyvalent artistically-inclined game developer", as I would otherwise describe myself.

I make all kinds of stuff in all kinds of ways, but I especially love making interactive experiences - games.

I also happen to be a musician and I compose various types of music, so why don't you check out some of my creations in the section on the rightbelow?

TL;DR    Resume

★★★★★
Photoshop - Picture editing, digital painting, sketching and texturing
★★★★★
Aseprite - Pixel Art and sprite animation
★★★★
3DS Max - Low / high poly modeling and UV mapping
★★★★★
ZBrush - High poly detail sculpting
★★★★★
Substance Painter - Texture baking / Stylized, hand-painted and/or PBR texturing
★★★★
Marvelous Designer - Cloth design and simulation
★★★★
Game Maker Studio - 2D game creation
★★★★
Unity Engine - Full 2D and 3D game creation, asset integration, level and environment design, C# programming, audio and visual effect design
★★★★★
Unreal Engine - 3D asset integration and audio design
★★★★★
Ableton Live - Track recording, audio editing and mastering
★★★★★
Wwise - game sound design, mixing and authoring + in-game audio event programming
★★★★★
HTML5, CSS3 and JavaScript - I actually built this website myself from the ground up using Bootstrap and JQuery!
★★★★
C# - Good structure and behavior understanding within the context of Unity Engine
★★★★★
Java - Generic understanding of the application structure
★★★★★
PHP - Generic understanding of the structure, dynamic page generation and database interaction. I'm currently developing and maintaining the website at https://www.lcso.ca/ which uses PHP and Wordpress built upon a SQL database.



browse my

art

music

games

... or not?

These tracks made it into full-fledged projects, most of which have an entry in the games section. Check it out!

These pieces were composed for projects that never got to see the light of day. I might find a use for them someday, but until then, I believe there's nothing wrong with a little show-off :)

Description à venir...!.

Description à venir...!.

Fractured is our first attempt at an open world-type game.

The player was thrown into a small world with 4 biomes surrounded by mountains, and was free to select the order in which he could access them.

Each of the three biomes surrounding the "final area" hid a special gemstone (a key) and featured a visible pedestal (a keyhole) guarded by a powerful monster.

With all three stones in place, an elevator is unlocked in the final area which allows the player to reach the final encounter.

Many health pickups are hidden throughout the land. Exploring and searching for these as well as the gemstones is thus rewarding since it's the only way to restore health.

I did a lot of programming for this game, and I got to explore Unity's animation system while integrating sounds and visual effects.

As this was a research project, I had to focus my efforts on the music aspect of the game. My main goal was ultimately to make an interactive and dynamic soundtrack that would react to the player's actions. In the final version of the game, each biome had its own track, and fight events would add a layer of intense drums to whatever music was playing. I achieved a smooth modulation by keeping a constant harmony throughout the pieces and changing or adding instruments based on the player's behavior. By starting all tracks at the same time, I only had to lower and raise the volumes of the desired tracks. The transition felt smooth enough, but for my next projects I'll definitely try and get inspired by newer ideas of sound design, for instance in games like The Legend of Zelda: Breath of the Wild (Nintendo, 2017) which achieve an effect that is much more enjoyable (in my opinion) by including large elements of silence that add subtlety to all musical interventions.

Do take note that as a result of this focus, I have largely allowed myself to use sound effects that I do not own (the sources from which they are ripped off should be obvious enough), and therefore I take no credit for the sound design itself.

File(s) unavailable at the moment.

Fae Circle is an atmospheric low-poly exploration game comprised mostly of fetch quests.

The player, a púca, wakes up in the morning in the middle of a forest. A trail leads to a nearby village, and the player soon realizes that they are invisible to the villagers.

Upon eavesdropping while wandering through the village, a few quests can be activated, requiring the player to explore the rest of the small island in order to find the necessary ingredients to combine in one of the nearby fae circles scattered throughout.

The outcome of these crafting recipes will allow the player to choose different courses of action, all of which have a positive or negative impact on the villagers, which affects the main scenario.

A huge amount of effort went into the visuals, and the game shipped complete with rigged meshes, animations and VFX. Sadly, the game is mostly unplayable in its current state, as we lacked the time to fix most game-breaking bugs by the end of our deadline.

Once more, I was in charge of the music and the sound effects, but I also integrated all the assets into Unity, worked on the map and the environment design, coded a few shaders and particle systems and added post-processing to the final build.

File(s) unavailable at the moment.

"Ever wanted to have a bar fight, but with guns, asteroids and no gravity? Well now you're in luck!"

Space Bar is a quirky anti-gravity local multiplayer brawler for a minimum of two players, up to four.

At the start of the game, characters are equipped with a weak fire extinguisher that acts as a means of traveling the small arena.

As time goes by, weapon pickups enable players to push each other in an attempt to make their adversaries fall off the stage. Since every action has an equal opposite reaction, every player is also just as likely to push themsleves off the map if they act with careless planning.

Every so often, a meteor flies through the stage, shoveling most of the debris (and players) off the stage in its wake.

As this was my first game jam project, I was asked to do simple tasks like the level art and the soundtrack, which you can listen through the music tab. I also drew the background and most of the props.

If you own at least one friend and two Xbox controllers, give it a try!

Download  and play!