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Yoann Pignole's Blog   Expert Blogs


I'm a french game developer, working at Ubisoft on AAA and casual games like Red Steel 2, Ghost Recon and Rabbids series, as a game and level designer.

I'm also a graphic designer, musician and hobbyist coder, working on personnal indie game projects.

Visit my website for more informations about my work :


Expert Blogs

Posted by Yoann Pignole on Fri, 03 Jan 2014 09:25:00 EST in Design, Programming, Console/PC, Indie
Your platformer controls seem to have a lack of reactivity ? You feel like you're moving a concrete-made character or a feather on the Moon ? I hope this list of possible reasons will help you to find why !

Posted by Yoann Pignole on Wed, 06 Nov 2013 09:00:00 EST in Design, Programming
Let's go for a second episode of the "hobbyist coder", where I want to share one of my approach of coding by visual flowchart representations.

Posted by Yoann Pignole on Thu, 10 Oct 2013 09:00:00 EDT in Design, Programming, Console/PC, Indie
This is my first post-mortem of a series about how a designer think about code. I decided to start with a custom controller for a 2D classic platformer game, in Unity.

Yoann Pignole's Comments

Comment In: [Blog - 02/14/2014 - 12:17]

That 's true I just ...

That 's true I just didn 't make the link with your avatar and the mention of the original author in the introduction :

Comment In: [Blog - 01/03/2014 - 09:25]

I never had issues mixing ...

I never had issues mixing the analog jump system and the tolerance-for-close-to-ground-jumps : if the player press the jump button in the tolerance zone, the jump call is just registered and the jump will be performed as soon as the character touch the ground. Then, if the player still hold ...

Comment In: [Blog - 11/06/2013 - 09:00]

Thanks a lot, I 'm ...

Thanks a lot, I 'm glad you liked this article. Playmaker and others visual scripting tools are really a very good way to approach code.

Comment In: [News - 10/16/2013 - 04:03]

This article is now available ...

This article is now available if someone wants to take a look you 'll find it clicking on my name .

Comment In: [Blog - 10/10/2013 - 09:00]

No, I 'm not using ...

No, I 'm not using a rigidbody. To be honest, the reason is I never give attention to them, how they work and when to use them... Rigidbodies are entities affected by the unity physics engine, right Is it needed to move them adding physics forces , as I never ...