Author Archive
Zombies approach
by Christophe on December 4th, 2009, under Zombie Shooter
Voodoo Zombie is a rail shooter on iPhone. You hunt the living dead and only your speed will save your brain.
A unique technique on iPhone allows zombies to have realistic reactions under your shots.
At last, thanks to another great innovation on iPhone you will become a fierce hunter with the Power slicer, an ultimate weapon which slices arms, legs and bodies !
Gore lovers will have a plate full !
Voodoo Zombies
by Christophe on October 23rd, 2009, under Zombie Shooter
The second step in prototyping : trying the gameplay.
We include mixing tests between character animations and the ragdoll setup. The purpose is to have probable movements, the nearest of animations made in Cheetah3D (inverse kinematics), on reacting models to physics and to impacts thanks to the ragdoll in Unity.
There are first graphic elements for buildings. The zombie will be completely remade.
At last, we can use one of musics created by Johan Holmström, who we recommend to all producers.
The CNC encourages Gamepulp
by Christophe on October 3rd, 2009, under Mr Elements, News
We are very proud to announce CNC offered us a subsidy to create a model of a new game : MrElements.
We’ll give news about it.
Thank you to CNC !
Shooting zombie at the street corner
by Christophe on October 3rd, 2009, under Lab, Zombie Shooter

- Poème en alexandrin -
Qu’il est bon de shooter du zombie dans la ville.
Mais morts-vivants, qu’il est ardu de vous trouver !
Alors sur iPhone, agitons nos doigts agiles
et que s’apaise enfin notre instinct de boucher.
Déchiquetons, broyons et shootons avec grâce
Les polygones morbides des citrouilles abjectes,
Des chauve-souris et de tous ces monstres pugnaces.
Faisons goûter notre colère à ces insectes !
Gamepulp veut vous aider à cette noble quête,
Par le miracle des ragdolls, des meshes détruites,
Vous pourrez découper bras, jambes et têtes.
Regardez, braves gens, les vidéos qui font suite.
GDC Europe Feedback 1 : David Cage’s conference
by Christophe on August 26th, 2009, under Chris
That was very interesting and relevant for one thing : I-must-learn-to-speak-english ! write in english, eat in english, drink in english and finally dream in english.
That really was a torture not understanding all conferences.
One of the most famous for me was David Cage’s one, Quantic Dream’s founder, with his speech “Writing Interactive Narrative for a Mature Audience” and this sentence “We need to be proud of who we are” about the censorship (which resonating especially in this GDC in Germany).
He asked why making games should be always for teenagers with big weapons, big tits and poor mechanics. We can assume to be adult and we can show others feelings than kill-jump-kill… and it’s not dirty to see people kissing in a game, or making love. That can be shown without pornography, like movies.
“Movies”. It’s the word around this speech turned. And it’s there I found the argument went too far because video games was automatically compared to movies, to conclude video games are only like children toys.
Perhaps it’s a misunderstanding by me about what said David Cage but video games needn’t to have the same language of movies. No to count a story doesn’t mean not to give mature emotions.
In his speech, he explained video games can have two playing ways : The sandbox (the most of games) and a Rollercoaster (rare).
He told us he prefers the Rollercoaster than the sandbox, where a child are caught for God, pushed by simplist feelings where as the rollercoaster offers an emotional trip… but we can be very passive in a looping and waked up inventive in a Sandbox.
We can assume to make “toys” without meaning “childish toys”.
Playing is a shame for an adult ?
Why saying “we need to be proud of who we are” and being mixed up by the cinema ?
Unity Training
by Christophe on August 25th, 2009, under Training

Gamepulp offers Unity training right now!
Windows users waited for this event for a long time: Unity technology comes to their favourite platform with the 2.5 version! They can develop multiplatform games much easier than ever now!
Unity is:
- A complete visual and user-friendly editor.
- Can publish for Windows, OS X and wen browsers via a powerful but light plugin, with which you can stream assets for the same rendering like standalones.
- A transparent importation process with several 3D software (Maya, 3DS MAX, Blender, Cinema4D, Cheetah 3D, Carara, Lightwave, XSI…) and 2D with Photoshop.
- A flexible terrain engine : paint your landscapes!
- A GUI system like stylesheets for all interaction needs.
- A lot of integrated scripts for a lot of behaviours: platform, FPS, puzzle, etc. Solo or online multiplayer!
You can learn how to make your powerful games with Gamepulp, in France, right now! Contact us here!




