Du verwendest einen Webbrowser, der nicht unterstützt wird. Manche Features werden eventuell nicht korrekt angezeigt. Bitte schaue dir die >Liste der unterstützten Browser für die optimale Darstellung an. Ausblenden


Livelock: Meet Tuque - Jonathan Lacasse

Von Jayson | Fr 18 Mär 2016 09:00:00 PDT

Hello World,


I’m Jonathan (@JoodyP), sci-fi and music enthusiast, but more importantly, a Gameplay Programmer on Livelock for the past 2 years.

What made you want to become a game developer?

This is a sweet story that I will never forget. In my youth, I was naturally drawn to the medium. I loved getting lost in different worlds, hearing and interacting with all the stories. Loved it so much that, to me, the profession of making a game did not seem realistically attainable. At the time, I’d compare it to being a Hollywood actor or an astronaut.

Then, when I was 11 years old, I played through Tom Clancy’s Splinter Cell and during the credits all these French-Canadian names came running up the screen, and that’s when it all clicked. Being naturally good with science and greatly interested in how things are made, I went into programming. It was a natural fit, so much so, that I now work with people who were part of those very credits. We aren’t going to the moon, or anything, but I imagine it feels the same; utterly amazing.

What can players see or engage with in-game that you are directly responsible for?

My main area of expertise is the core gameplay, so as soon as players start moving and busting up robots. More precisely, I am responsible for implementing the core mechanics such as movement, the different arsenal and their utilities, as well, as the enemy AI. It is a very rewarding position, but also a behemoth of one. I wouldn’t be able to do it without help. As a small team, we have to be very polyvalent, so other programmers might jump on gameplay while I’m preoccupied with networking, for example.

Everyone needs a break from work, are there any office pastimes that you partake in?

Tuque Games being in a Montreal and all, you’ve probably already guessed that Hockey is a big thing. Lunchtime is full of NHL 16 rivalries. I might not be the best at it, but I’ll always be there to represent my hometown defunct team, by forcing the Colorado Avalanche to wear the Quebec Nordiques' jersey.


What’s a normal work day look like for you?

Every day is different, but it always starts with one certain thing: grabbing a coffee. After that, well, a major part of my day is spent writing and testing code. But Gameplay programming is the interchange of many highways. Game Design, Level Design, Art, Animation. In order to make sure that everyone’s ideas get where they want to go, I communicate with a lot of people throughout the day. It might sound cheesy, but a good work day for me is when everyone is happy.

The Livelock process will continue on our ForumsFacebook and Twitter until its release later in 2016. Follow us for exclusive content including the latest news, developer chats, concept art, and more.

ll-news, arc-news,

Neueste Beiträge Mehr

Wir begrüßen den Herbst mit unseren Oktober-Angeboten!
Livestreaming ist jetzt noch einfacher geworden – mit dem neuen Update Arc Streaming*! Ihr habt die Möglichkeit für alle Spiele auf Arc nahtlos Twitch-Streams zu senden!
Livelock ist jetzt im PlayStation®Store im Sonderangebot – holt euch die Robokalypse zum Vorteilspreis!

hover media query supported