Dark Slope Studios’s Slugterra VR has been nominated by the Canadian Game Awards for best VR / AR game. Stephan Tanguay was privileged to be on such an amazing team at Dark Slope Studios as the lead game designer, level designer and technical lead. Great seeing this made for Hologate game nominated at the...
Stephan Tanguay is working on a Co-op VR shooter rapid prototype to showcase some of the basic gameplay, level design and comedic narration. Hoping that this will help move this project in to a fully funded production aimed at the home VR market ( Steam VR / Playstation VR / Oculus Quest ).
Slugterra has finally launched on the Hologate platform. It was a pleasure to lead the game design on the hero based VR shooter Slugterra at Dark Slope Studios. Slugterra will now be available to over 300 Hologate locations!
Scarygirl is now officially launched on the Zero Latency platform and is available at 40+ locations around the world. I was honored to work on the level design of several environments as well as providing consultations on gameplay.
Stephan Tanguay’s recent talk – Virtual Intent: User Experience Design in VR / AR from the AmuseUX conference is available for viewing. Discover how to use the cutting edge 3D design and abstraction to project user intention inside the landscape of Virtual Reality and Augmented Reality. Learn how to design compelling UX that is...
Stephan Tanguay had a blast working as a technical artist on the super cool virtual reality game Blasters of the Universe! This game was built from the ground up for the Steam VR and the HTC Vive offering a compelling action shooting experience with room scale game play.
Super Polygon Founder & CEO Stephan Tanguay was lucky to work on this multiplayer virtual reality driving experience at Globacore for the Montreal and Toronto Auto Show. He created the track and environments based on satellite data from the Fuji Speed Way in Japan. Loads of fun to work on!
Super Polygon Founder & CEO Stephan Tanguay had the pleasure of creating massive martian landscapes ( 4 KM squared ) for a virtual reality based multiplayer experience showcased at the 2016 Consumer Electronics Show!
Here is a sneak peak of a game prototype I have been working! It uses position tracking hands and body to create an very immersive experience with fantastic gameplay and a virtual reality optimized first person control scheme.