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  • Games by François Hautier

    OEngine: Porting PS5 & Xbox Series

    From February 2021, the OEngine development team was progressively deployed on a major project: porting the engine to the new consoles of Sony and Microsoft released a few months earlier.

    Made in parallel with the development of the game The Smurfs – Mission Vileaf, the initial goal of this port was to allow the game to be released on PS5 and Xbox Series. But this port will also benefit all current and future games made with OEngine, which can be published on these consoles!

    This enormous task allowed me to get my hands in many facets of engine development: configuration and generation of Visual Studio projects, implementation of TRCs (technical requirements checklist), and even some rendering programming.

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    The Smurfs – Mission Vileaf

    The Smurfs – Mission Vileaf is the fourth and last project I had the opportunity to be part of during my adventure at OSome Studio, from June 2020 to October 2021.

    Following my work on Asterix & Obelix XXL 3 and Asterix & Obelix XXL Romastered, I was in charge of conceiving the system used to create and execute the cutscenes, as well as developing and maintaining various tools necessary for the production of the game.

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    OEngine development (from June 2019 to June 2020)

    Within the OEngine development team, I had the opportunity to be involved in the creation of the projects which are made with this engine: directly for Asterix & Obelix XXL 3 and Asterix & Obelix XXL Romastered developed by OSome Studio, but also indirectly for Curse of the Dead Gods developed by Passtech Games.

    My role was to help each member of the team to work in the best possible conditions: from the improvement of the editor’s tools (3D view, manipulators, cutscene, UI…), to user support (various bugs and crashes fixes).

    During this period, I also developed a texture atlas system to improve the performance of Asterix & Obelix XXL Romastered, and contributed to the Android port of White Night, carried out in partnership with Playdigious.

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    Asterix & Obelix XXL Romastered

    Developed by OSome Studio and published by Microids, Asterix & Obelix XXL Romastered is the remaster of the game of the same name released on November 21, 2003, on PS2. A game that I played a lot at the time (on its PC version)! It’s therefore with great pleasure that I contributed to the development of this ’romastered’ version, over the period from October 2019 to June 2020.

    I was responsible for setting up and maintaining the tools necessary for the smooth running of the production, from restarting to maintaining the original game editor, as well as the creation and improvement of existing tools (like a C++ plugin for Maya and other Python scripts). I also worked on the development of the retro mode and on the general tweaking post-release of the game, among other things.

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    Asterix & Obelix XXL 3: The Crystal Menhir

    I had the opportunity to join the development of Asterix & Obelix XXL 3. Initially integrated into the project as Tools Programmer to technically assist the production of the cutscenes, I have finally been charged to create the 54 game cutscenes, under the direction of the lead animator.

    This project was also the occasion for me to meet OEngine, proprietary game engine of OSome Studio: both as programmer (creation/improvement of features for the cutscenes editor), and also as user (cutscenes production).

    Splash Force – Terrain system

    In Talking Tom Splash Force, the player controls Tom. On his island, he bombards the naughty raccoons in front of him with water balloons.

    In order to have an infinite replay value, we needed to generate a limitless number of terrains. But it was mandatory to create them by hand if necessary, especially for the first 20 battles of the player.

    It’s in that context that I conceived the terrain system. After having shaped a terrain and placed elements on it (player, enemies), all is generated automatically!

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    Created by Spooklight Studio, Kouji is a messaging application using the augmented reality, available on iOS and Android. With Kouji, you can create your avatar and place it in your environment. After choosing him an animation, you can film it alone or with your friends’ avatars, and share the video.

    Under the management of the Lead Programmer, and later in charge of the code architecture, I created a lot of facets of the application: development of native plugins in Objective C and Java, client-server development, UI development or integration of analytics.

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    Phobia is my end-of-studies project developed through 1 year. It’s a narrative horror game which uses the HTC Vive.

    The player controls Abbigail, accompanied by her loyal dog Echo. To find her friend Elijah disappeared in an abandoned swimming pool, Abbigail must escape from the materialisation of her ‘Phobia’: the fear of drowning.

    We were 5 working on this project, from October 2016 to September 2017. I worked as main developer. I especially worked on the artificial intelligence (AI) of Echo, the integration of the HTC Vive, and of the story in the gameplay.

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    Terrain Viewer

    This project has been created for the agency Clerc-com, during an internship of two and half months that I made in summer 2016.

    My task was to create an application including the pattern of a 3D scene, and a tool inside Unity which allow to personalise it in some minutes for any customer interested in this service.

    The end user can move from one view to another, which spotlights many points of interest on the terrain. The final application is exportable for Oculus Rift, Android and WebGL.

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    Land Ahoy!

    Land Ahoy! is a turn-based strategy game for 2 players.

    It was developed during my fourth year of studies at the school Pole IIID, by a team of 8 people for 3 months. Our constraint was to create a turn-based game. I worked as the main developer on the game.

    Each player lands of his flying ship to capture the same piece of land. The player who will kill in first the Fucking Chicken at the centre of the island will win the match!

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    This tool was developed for the game Land Ahoy!

    It enables to visualise the trajectory of a projectile shot in a given direction and which will be influenced by the wind force.

    Don’t hesitate to test the tool by clicking here, or below on the Unity WebGL badge!

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    Bubble Symphonia

    Bubble Symphonia is a rhythm game available on Android. I developed it alone and it was published in March 2016.

    The aim of the game is to touch the screen to explode the lines of bubbles, in rhythm with the greatest songs of classical music! The best the rhythm is, the better will be the score. Two leaderboards and many achievements challenge the player!

    Get the game by clicking here, or below on the Google Play badge!

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    The Wolf Game

    The Wolf Game is an asymmetric FPS multiplayer, playable on LAN or online for 5 players.

    A player plays a wolf and must catch the 4 other players who play children, and themselves have to catch the wolf. But watch out, during each full moon, the wolf increases its hunter abilities… Children must not stay alone!

    The game was developed at the end of the year 2015, during my fourth year of studies at the school Pole IIID, by a team of 4 people for 3 months. I have been responsible for the complete programming of the game.

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    Tankounet is an arcade tank battle multiplayer game, inspired by the mini-game ‘tanks’ of Wii Play. I developed it alone during the beginning of the year 2015.

    The game is playable in your browser, in 1vs1 matches. The commands are explained below. Access to the game by clicking here, or below on the Unity WebGL badge!

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    Fall of Hamster

    Fall of Hamster is a scoring game available on Android. I developed it alone and it was published in June 2014.

    The player controls a hamster which falls in an endless pipe, and must help it to survive while avoiding the highest number obstacles. With the Google Play leaderboards, it’s possible to challenge your friends!

    Get the game by clicking here, or below on the Google Play badge!

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