About cobhc6 (twitter: @CorentinDonal)



Ludum Dare 29
Ludum Dare 28
Ludum Dare 23
Ludum Dare 22

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cobhc6's Archive

GardenGarden – Infinite Gardening

Posted by (twitter: @CorentinDonal)
Monday, May 1st, 2017 6:17 am

Made for the compo jam, GardenGarden is all about managing space, infinitely looping space. Plant seeds, water them, craft plants to get new plants, try to manage your garden and love life!


Cave Spacemen WIP

Posted by (twitter: @CorentinDonal)
Monday, August 29th, 2016 7:54 am

4.5 people, Unreal Engine 4, work in progress.

3D building jams

Posted by (twitter: @CorentinDonal)
Monday, October 6th, 2014 11:51 am


I was wondering if there was any “game jam” style competition but only about 3D modeling and constructing around the web?

A bit like a demoscene but limited in time, not ressources.

Or like a break dance battle, showing off 3D skills and tricks on a short time.

Creating stunning environments and stuff and push it to the limit, use procedural or modular approaches!

Lost myself in Light.

Posted by (twitter: @CorentinDonal)
Saturday, August 23rd, 2014 7:43 am


I lost myself in rendering and baking lightmaps in Unreal Engine 4…

I do not know if I’m going to be able to make a game.



Is there any way to find past rated entries?

Posted by (twitter: @CorentinDonal)
Saturday, June 7th, 2014 2:08 am

Hi all,

During a past compo, the LD#22 if I remember well, I tested and rated a game that I really liked.

I would like to find that game back, but I didn’t found it by browsing, so I was thinking to see my past rated games.

Is there any way to do that?



Last Seconds of Earth, 5 tips for a good game jam.

Posted by (twitter: @CorentinDonal)
Tuesday, December 17th, 2013 1:17 pm

I made “Last Seconds of Earth” for my 4th participation in LD. It’s a game about exploration, surprise, problem solving and platforming set in a far future. Humans have used earth’s core as energy source, using it much more faster than planned. The integration of the theme is more in the story where it makes you see that you only have one planet…

Capture d’écran 2013-12-16 à 03.22.31

Anyway, I spent a really cool week end and I’d like to share some things that went good and other really good (which wasn’t the case in previous game jams).

1 Have a hygienic week end

By that I mean eat well, sleep well, take breaks from the screen and take time to plan ahead. For my first Ludum Dare I made quite the opposite and I ended completely lost in my project. I got it done but it was quite a pain. This time I had 5 mn hourly breaks programmed, I ate well and even got time to eat with friends and work on side things for a few hours. To be able to do so I also planned my 48h (minus sleep) in order to get the thing working while keeping myself cool enough. Once the design was in place, I focused on planning the minimum that was needed to get it functional and fun. Then I spread everything on my available time, while making sure to leave empty room for unplanned problems.

2 Keep things simple

I decided to reduce everything to the minimum efficient dose. My design is almost all about platforming and buttons, altered into 3 different mechanics. In terms of visuals I went for modular futuristic look; my game mainly uses 6 models repeated everywhere.


It is really easy to get lost by the number of features to add in a game but keep in mind that you have very little time. So the best (and hardest) thing to to when you begin to have more things than possible to make is to cut what’s weak and strengthen what’s strong.

3 Make it work then make it look good

2 days = 1 mechanics + 1 aesthetics

This is how I thought my two days. The first day focusing on game design, mechanics, technology to use and programming. The goal was to get a working prototype as soon as possible. The goal for the second day was to develop aesthetics, in other words the visual, audio and publication side of the game. This is how I went from a rough simple idea to a functional series of buttons to a fully immersive 3D environment, delivered on time.



4 Know you tools

Simple advice: do not test unknown tools during a game jam! The more familiar you are with your tools the more likely you’ll get to your goal.

5 Expect the unexpected to happen

Leave yourself time to finish things and be prepared for problems, accept them as a part of your workflow. During a game jam, you must expect for the most annoying things to happen. For my last Ludum Dare (#23) my laptop broke and I was forced to drill a screw of the Hard Drive to get the data and finish the game on another computer. I hope this won’t happen to anyone again, as it is a real pain in the a**! Get prepared for code problems, unknown and never seen before software failures and other hardware issues!


As a closing word I’d say that whatever happens, game jams, especially Ludum Dare which I really love, are really exceptional moments of creation and sharing.

If you want to play my game, acknowledge it is far from perfect and lacks a proper end, but have a try:


I’m in once again

Posted by (twitter: @CorentinDonal)
Thursday, December 12th, 2013 4:32 am

I’m in!

After a long LD break I’m proud of being back in business!

My tools will be mainly Unity and Modo.

see you during the comp


Posted by (twitter: @CorentinDonal)
Saturday, April 21st, 2012 9:22 am


I’m HALF in

Posted by (twitter: @CorentinDonal)
Friday, April 20th, 2012 9:42 am

Well, let me explain: I have the most important exam of my life (really!) monday. But it’s the tenth year anniversary so I wouldn’t have allowed myself to not participate.
So, I will make a game, but in far less than 48h. The goal will be to make it the fastest I can. To do so I have chosen to help myself with (easy) tools:

> engine: GameSalad (never used but it should be fine)
> graphics: Well, photoshop will do the trick
> music: I’ll compose a guitar track (acoustic, electric, both or none)

PS: the game will feature physics!!!!! because physics are awesome (and already coded into the engine hehe)

PLUS a picture of my humble workspace:

Va Unan, finally working!

Posted by (twitter: @CorentinDonal)
Tuesday, December 20th, 2011 10:32 am

I had a lot of issues since the end of the 48h challenge and the game wouldn’t work correctly for obscure reasons. But now it does.

You can play it here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6638 (I strongly recommend Firefox to play it best online)

Gameplay video!


Va Unan – Post Mortem

Posted by (twitter: @CorentinDonal)
Monday, December 19th, 2011 9:56 am


Tools: Photoshop / Construct 2 / kuler.adobe.com / cfxr / GarageBand


Va Unan is a 3rd person from top view game, where you arrive to a strange place and must activate glyphs to open doors and escape from this place.

 What went Right: 

>>  Timing. I never felt any lack of time and my progress was constant.

>>  Workflow. I started with designs on paper (filling 4 categories: MECHANICS, AESTHETICS, TECHNOLOGY and STORY). Then I made some art and put it into Construct 2 to make the base mechanics and the gameplay. I went back to Photoshop and made all the artwork and sounds with cfxr. I made a playable version back to C2 and voila!

>>  Early prototyping. Even if I was unsure of the final game idea I had main mechanics playable in a few hours.

>>  Work on two computer. It was a comfort to be able to use Photoshop and other creation tools on my Mac and assemble/compile on my PC (laptop). The key is a Ethernet cable!

What went wrong:

>> My laptop broke. The 2nd day, my laptop did not turn on anymore. I decided to remove the hard drive and continue on my Windows partition on my mac, but one of the 4 screws holding my HD was broken so I drilled the broken screw and continued as projected, switching from windows to mac by restarting my computer. About 3h were spent in that.

 >>  Unknown tools. I learnt Construct 2 during the comp.

 >>  Unprepared. I decided to participate a few hours before the theme announcement, so I wasn’t prepared at all.

 >>  Strange theme. The theme was a bit too large. I would have preferred a theme that forces me to think about game mechanics more. “Alone” made me do an atmospheric game.

Time log: http://corentin.derbre.free.fr/log.txt

Youtube video: Video! (no sound and image compression errors, it’s just so see the gameplay)


The Ghastly Death of Radus Post Mortem

Posted by (twitter: @CorentinDonal)
Friday, October 28th, 2011 5:13 am

You can read at the following link the postmortem of the October Challenge. I say October Challenge because the game itself is still under development, but out of the contest.

The ghastly Death of Radus leaves the October challenge

Posted by (twitter: @CorentinDonal)
Thursday, October 27th, 2011 2:11 pm


The team decided, after serval problems with StencylWorks to change to Construct 2 (for the moment), and also to leave the October Challenge, as we lost too much time with facing problems. BUT the project continues! If you want to try a demo-walkthrough of the game with the old Engine:


Dont forget to follow development news and announcements on facebook and Blogger.


Any advice for the game engine is welcome!

The ghastly death of Radus

Posted by (twitter: @CorentinDonal)
Tuesday, October 25th, 2011 3:49 pm

The ghastly death of Radus is a game for the October Challenge.



We are two to work on this project: me, the “artist-designer”, and my friend the “programmer-designer”. We are actually in High School, and we already worked together on games like Braudu. It is our first Ludum Dare participation.

This game will transcribe the life, or the death should I say, of Radus, a mentally ill person living his last moments of paranoia, which are horrible.

We will use StencylWorks to achieve it. I do not know where to sell it though, for the moment.

Dev Blog: The ghastly death of Radus

Facebook page: The ghastly death of Radus Facebook page !

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