# Hey, I’m Flo_12344!

Florent Daerden (aka Flo_12344), I’m a french self-taught indie game developer working solo on Sizebound, a mind-bending puzzle game blending Portal, Superliminal and Q.U.B.E.

I’m currently looking for a Technical Artist or Gameplay programmer role

# Projects

# Sizebound

Sizebound is a game I’ve started in the GMTK game-jam of 2024. Ranked in the top 3% for enjoyment out of 7500+ entries, whith nearly all reviews positive. That response motivated me to keep developing it and launch it on Steam

# Trailer

Now the game has a demo on Steam: https://store.steampowered.com/app/3285410/Sizebound/

I managed to get more then 300 unique players and 400 wishlists by only posting technical posts and small visual updates on my bsky

# YACPPM

Yacppm is a C++ project manager inspired by the Rust package manager Cargo and another C++ one called Cabin .

At first I wanted to make a Cmake generator for my projects and got into learning more about the C and C++ building systems and found out about the big amount of project/dependency manager and instead of just making another one I’ve tried making one that can interact with multiple ones

At the moment it’s still early in development but I’m getting to the point where if I want to setup a quick C++ test project I end up using it without thinking about it

Currently I’m working on improving cross compilation by supporting Zig’s C and C++ compiler helpers

# Example

# HyModler

HyModler is a blender addon that aims at making blender tools usable for modeling objects for hytale

It allow blender to read .blockymodel files, that are made using blockbench, or make them from custom object with the correct UVs and positions

It also allows partial animation from blender to Hytale’s animation system

# Holt-lang –WIP–

Holt is custom interpreted language inspired by Lua in the lightweight (ReleaseFast:558kB, ReleaseSmall:74kB) and embedable idea

The main reason it exist is because for Sizebound I needed a scripting language for the map making and modding slight issue I had with Lua was for objects in general it was a bit annoying and felt a bit too easy to make a mistake when transfering back and forth between C++ and Lua

And I wanted to try making a language like that so I’ve followed Crafting Interpreters by Robert Nystrom and read a lot of Lua posts and got to work and made a language that feels like Lua but with structs/const/no all global and a more C like syntax

Currently no public repository but will be available under MIT or BSD License

# Fake Light Ray

Fake Light Ray is a blender geometry not tool made to make god rays a bit more lightweight to render in blender with Eevee and Cycles as well as more controlable without the need for real volumetric

# My Journey

I’ve been tinkering with code and 3D art for about 14 years, starting with basic Minecraft mods and Blender/Cinema 4D experiments. In 2018, I pursued a 3D/VFX bachelor’s degree, but programming kept coming back to my mind. School projects forced me to dive deeper in C#, and I fell in love with game dev and programming all over again.

After graduating, I:

  • Joined multiple game jams to sharpen my skills and learn more about time limitation, scope creep and more
  • Made a simple C++ “engine” as many game dev experimenting and learning graphics programing
  • Started working on Sizebound during the GMTK Game Jam 2024 and turned it into a full project after seeing the overwhelmingly positive feedback from other people in the jam

# My Skills

ProgrammingEngineArt/ToolOther
C/C++Godot (mainly)BlenderGame Design
C#UnityGeometry NodesProblem-Solving
LuaShader NodesProject Management
PythonSoftware Development

# Contact