Clients and partners

Logo cité des sciencesLogo association Paul Guinot pour les aveugles et les malvoyants
The goal of the workshop was to create a game with a dozen of participants from the professional training centre for people with visual impairments Paul et Liliane Guinot. The concepts and the story were created collectively, the audio recordings and drawings were gathered to form the base of the game


Logo HibernumLogo Keywords
2014: usability services Hibernum, through Keywords
Gameplay and interfaces optimization.
 

 

Logo ministère de l'enseignement supérieur du Québec
2014: development of a survey for the scientific prizes of QuébecMinistère de l'enseignement supérieur, recherches et sciences, Québec
This survey can be played by people with motor disabilities (useable with only on key) or visual impairments (audio feedback).




2014-2013: usability services | Electrik Box
We helped to define an experimental controler concept and the associated visual interfaces for an atypical videogames series.



 
logo Square Enix    logo Keywords

2013: usability services | Keywords Montréal and Square Enix
Keywords mandated our usability services for a Square Enix production.




image jeu montessori    logo Studio RedFrog
2013: Usability services for tactile serious games | Studio RedFrog
These serious games are for children from 3 to 6 years old, following the
Montessori eductional program.



logo Itin    Logo Itescia
Since 2011: Game Design teacher | Itescia
Students have to develop a minimalist video game.




Logo Sévellec Ergonomieimage Mobivicimage mobiviclogo victoriavilleimage mobivic

2012: Development of MobyVic, a game to raise awareness about cognitive, motor and visual disabilities in an urban environment | Produced by Sévellec Ergonomie / town of Victoriaville
This game can be played with only one key and/or in the dark.




image impire    logo Cyanide
2012: Usability services | Cyanide
Optimization of the interfaces of the game Impire.




Logo centre des sciences
logo creo
2011: Usability services | Montréal science centre though Créo
Optimization of the interfaces and the gameplay of the game "Lâchez prise".




logo science en jeulogo creo
2011: Usability services | Créo
optimization of the interfaces and of the gameplay of the serious MMORPG game "science en jeu" by Créo.




logo new world grid
2010 - 2011: Participated in a virtual exhibition about videogames and disabilities| New World Grid




logo   logo itescia
From 2006 to 2012: Master's Thesis director on videogames subjects (in french) | ITESCIA
25 - emotion regognition in video games, with Matthieu Lebon.
24 -
The potential of ecological video games leading to concrete actions, with William Thierry Salem and Selmane Hamzaoui.
23 - Study on free video games geared towards learning English, with Émilien Gobert.
22 - Gameplay mechanisms to disengage from cyber-addiction, with Harold Marcot et Souligna Nachampassak.
21 - Serious games for
learning mathematics, with Mélanie Vadde.
20 - Meta-games mechanisms analysis, with Alexandre Rabeau.
19 - Political video games, with Philippe Guignard.
17 - The links between videogames and museums, with Valérie Dognin.
16 - Tactile games, with Jérôme Macé.
15 -
Narratives in video games, with Livia Simoni.
14 - Accessible video games for people with a cognitive disability, with Aurélien Barbas.
13 - Video games with simplified interfaces, with Julien Bernard.
12 - Alternative to violence in videogames, with Étienne Lolivier.
11 - Links between videogames and ecology, with Arnaud Machetel.
10 - Accessible video games for seniors, with Sharifah Abdul.
09 - Collaborative mechanisms in videogames, with Mian Tram.
08 - Video games with alternated reality, avec Julien Croain.
07 - Limitations and inconsistencies of the non player characters of Ragnarök Online, with Cédric Ecobichon.
06 - Bridges between MMORPGs and the real world, with Julien Gorças.
05 - Video game accessibility for people with motor or visual disabilities, with Simon Perrin.
04 -
The accessibility of day to day Interfaces for people with visual impairments, with Sandrine Roche.
03 - Development of a musical videogame accessible to people with visual impairments, with Julien Mengin.
02 - Study on the Python language for developing audiogames, with Michaël Sarton.
01 - Development of an accessible videogame for people with visual impairments, with Romain Thiberville.




Depuis 2007: video games usability teaching | ITESCIA
These usability classes average 14 to 35 hours per year and cover the following topics:
Usability testing, guidelines and key features for interfaces and gameplay improvement, accessibility principles for different kinds of audiences (from non-players and players with disabilities to non-human users).




logo Centre Lemoyne
De 2010 à 2012: computer science teacher contributing to educational projects with other teachers | Centre Lemoyne d'Iberville
Vidéo editing, movie making, website building, teaching
Open Office, database creation and management for the school library, and other projets.




logo éditions universitaires européennesImage livre d'ergonomie
2010: We wrote a book about audiogames and videogame accessibility for visually impaired players | Éditions Universitaire Européenne
Video games are a leisure activity with an audience increasing rapidly. However, the concept of games based on visual perception exclude a large category of players: visually impaired players. We assessed the state of the art of the different kinds of audio games in the first part of this book. Audio games are difficult to take control of. Language-based explanation of the rules is not efficient enough and is an obstacle to the interaction rhythm. We want to investigate whether it is possible to include a non-verbal system allowing a blind-accessible audio games to be taken up quickly. The second part of this book is a theoretical analysis of the features these games must have in order to allow a quick start. We explain how a person progressively becomes a player when following an interaction-based learning process. In the third part, we try to answer our core problem with the help of three experimental protocols. In conclusion, we offer a non-verbal learning system allowing a quick start within the context of a blind-accessible maze game.




logo d'un couvert à l'autre
2010: Computer science teacher for learners with
schizophrenia | Centre Lemoyne d'Iberville and D'un couvert à l'autre
The goal of this project was to facilitate reintegration in the workplace by mastering digital tools and communication technology.





logo cred
2009 - 2010: Development of a minimalistic videogame: Minalex | CRED - Université de Technologies de Compiègne
More information about this game here.




logo ubisoft    logo centre nad

2009: Game design and usability teacher | Centre NAD, Ubisoft




logo Raymond Hutchins

2009: Video game 
research consultant | Raymond Hutchins
Research in the videogames accessibility field.




image recherche des prisonniers    logo fondation 93
2008: Workshop and collaborative development of a videogame("the search for prisonners") | Fondation 93 and the 
collège Pablo Picasso de Montfermeil
More information about this game here.
This game was presented at the PACNAM exhibition in 2008.




Logo CGAMES 2007 La rochelle
2007: Conference on accessible audiogames | CGAMES La rochelle 07




Logo Paris Anime Game Show 2007Logo aafdp
2007: workshop about videogames accessibility | Paris Anime Game Show, via l'association aux frontières du pixel 
Presentation of audiogames, one-switch games and discussion about videogame accessibility at the Paris Anime Game show event, in partnership with the aafdp.




logo ICC 2007
2007: workshop about videogames accessibility, providing help to Dominique Archambault | International Computer Camp 2007
The International Camp on Communication and Computers 2007 (Espoo, Finland) was an opportunity to present accessible audiogames to blind or partially-sighted people for two weeks.




logo CGAMES Dublin 2006
2006: Conference about videogame accessibility | CGAMES Dublin 06