Antoine Henry
bob2356.bsky.social
Antoine Henry
@bob2356.bsky.social
Design games for a living. Try to be a good human being otherwise.

Game director | Game design and leadership consultant | Conlang creator | ex-Ubisoft, Riot Games | ENJMIN alumni | 🇳🇿
While we're not able to continue developing our first project Arsonist of Fate in the current context, we wanted to share a glimpse of what we've been cooking. Let this be a celebration of the creativity, talent and resilience of our small but amazing team.

youtu.be/vfvitxbEovs?...

3/3
Arsonist of Fate | Teaser Trailer
YouTube video by Standard Procedure Studios
youtu.be
November 11, 2025 at 11:16 AM
It's been a crazy ride learning to be an entrepeneur while building an ambitious new take on weaving together linear and interactive media in a deep, rich world. I'm grateful for the people who believed, helped or joined us on this journey. I'm incredibly proud of what we achieved together.
2/3
November 11, 2025 at 11:16 AM
3C is an acronym that's common in AA and AAA studios, but that I don't see much in the indie spheres for some reason. It stands for Controls Camera Character (sometimes "Character abilities" which is a better description imo). It's the area of GD that covers moment-to-moment gameplay and feel.
October 23, 2025 at 9:44 PM
And who knows, maybe also inspire AAA studios to stop reinventing the wheel (as has been my experience with camera systems) and control their costs!
July 25, 2025 at 12:28 AM
For fairness, I should also mention Black Eye, which is also starting to have interesting gameplay features.
blackeyetechnologies.com
Black Eye Technologies
A powerful camera system for the Unreal Engine
blackeyetechnologies.com
July 25, 2025 at 12:28 AM
Cameras are a cornerstone of good game feel and a polished experience.
I'm excited to see plugins like this surface, as it will help indies and AA continue to raise the quality bar at reasonable costs.
July 25, 2025 at 12:28 AM
What Riveting Realms is offering here is an absolute bargain. It will save teams big and small months of work, for a potentially better result if you don't have or cannot hire a camera specialist.
July 25, 2025 at 12:28 AM
Contexts, transitions, collisions, targeting, etc. are involving not-so-trivial maths and logic, and most importantly require a lot of finesse and tricks to feel good and smooth.
July 25, 2025 at 12:28 AM
I posted about the importance of designing for player perception, rather than objective mechanical balance.
Seems relevant to bring it back in this context:
bsky.app/profile/bob2...
Let me tell you about a dirty little development secret. 😈

On Rayman Raving Rabbids 2, we designed ourselves into a corner: the game structure required a fixed number of mini-games. Production was getting late, we had to find fun and fast to produce ideas.

A fun story about player perception 🧵
June 16, 2025 at 1:50 PM
The lie for this one was not so much on the developers side than it was on Nintendo's side.
What they showed in the marketing was actually impossible to detect reliably with the hardware present in the wiimote.
Their games "lied" as much as any other about the movements required to play.
June 16, 2025 at 9:20 AM
Yes, I've encountered that when I was at Riot. The best you can do is show that you're listening and keep on adjusting. Over time, it buys a bit of credibility, trust and goodwill.
June 9, 2025 at 2:17 PM
I find that designing these types of experiences takes a shift in mindset: design a possibility space, embrace the unknown possibilities and adjust based on data (playtests, tracked data if live).
June 9, 2025 at 1:43 PM
These two twists on the genre's standards set it apart in a very good way: it feels like it's about musicianship, more than pure dexterity and memory as most rhythm games are.
Give it a try, it's a good lesson of how to integrate musicality into game design.
store.steampowered.com/app/2616170/...
Nebula Flow on Steam
Nebula Flow is a music game where you follow the melodic trail charted by your dog across colorful pixel art landscapes. Stock up on notes to power your canine companion to the end of each song!
store.steampowered.com
May 29, 2025 at 3:31 AM
2. Unlike all of the rhythm games I've ever played (and I've played a bunch!), its difficulty is not based on how many and how fast it can throw things at you. Instead, it's based on the complexity of the rhythm itself: syncopation, variations, embellishments, polyrhythms, etc.
May 29, 2025 at 3:31 AM
1. While the rhythm you're expected to play to the music is always the same, the path to follow (i.e. whether a "note" is a movement up, down or a jump) is different every time.
It feels like sight-reading (i.e. reading sheet music you don't know as you play) and it's an exhilarating feeling.
May 29, 2025 at 3:31 AM
In case you need help choosing: what will have the biggest impact on the experience of your playtesters? Have them understand the game more easily or have a more balanced experience? Is your game easy to grasp? Is the current balancing so broken it can't be enjoyed, and too difficult to balance?
May 16, 2025 at 6:26 AM