Romil Studio

Who am I?

I'm a french developer born in 1998 with more than 10 years of game developement using Unity, i'm now taking a more serious approach and starting my own indie gamedev studio.

If you want to learn more about myself and my other projects you can see my Portfolio !

Artwork in progress

HardClimb

HardClimb is a first-person multiplayer vertical platformer that blends platforming, atmospheric exploration, and environmental puzzles.

Biomes combine hand-designed layouts with procedurally generated segments, providing a replayable and fun to speedrun experience while still preserving carefully crafted flow and narrative pacing.

The networking is made using Unity Netcode for GameObjects and the network transport is handled by Unity Relay.

HardClimb is the latest project i'm currently working on, i hope to push it to a production ready state to make a public release.

Multiplayer(Unity NGO & Relay) Procedural Generation Vertical Platformer

Pedro Ai

Pedro Ai is a singleplayer fps puzzle game using MistralAi, a llama2 based LLM compressed in GGUF format.

In this game you have a cellphone you can use to communicate with Pedro, a disillusioned, grumpy and bored AI.

You'll alternate between physics based puzzle while the Ai comment on your actions and "social" puzzle where you'll need to talk Pedro into helping you.

Singleplayer LLM/Ai Puzzle Game

SuperFps

SuperFps is a speedrun fps in multiplayer. It uses "rocket jumping" mechanics to help you achieve better times.

The game is made using Photon Unity Network 2, it features a lobby system for easy matchmaking, rigidbody syncing across clients, mutliple hitboxes per objects to handle collisions and weapon hits, etc...

SuperFps was made in 2 years and was my first approach to multiplayer in Unity.

Multiplayer(Pun2) Speedrun WebGL

ProcGen Demo

This is a demo for procedural map generation;
It features two modes of generation : Horizontal and Vertical.

It works in increments, first the island ground placed and randomly scaled and rotated, after that the platform path leading to the island is generated, then the island is populated with the main prefabs (big rocks and trees), the secondary prefabs are placed near main prefabs (mushrooms near rocks and plants near trees for example), finaly the cycle is repeated with the next island.

Demo Procedural Generation WebGL

Artwork in progress

Artwork in progress

Birds Demo

This demo features birds with semi boids behaviour.

The birds are generated with random parameters, so each bird is different. They navigate randomly in the space, avoiding collisions with objects.
At random intervals they will search for a perching spot, perch themselves for a random time then take flight again.

When the birds are perched the player can startle them if he come too close.

Demo Semi Boids WebGL

Adaptative Music Demo

Adaptative music is music that changes based on events in the game.
This demo showcases a vertical style of adaptative music, which means that certain music loops are faded in and out depending on the position of the player.

The map is divided into multiple zones, simulating the player's progression through the level. There are also "sub zones" to emphasize certain areas, such as puzzles.

Demo Adaptative Music WebGL

Artwork in progress