For Your Eyes Only

For Your Eyes Only (V1)

UPDATE : February 2017

Presentation of the projet at the “Festival des jeux de Cannes 2017”

FYEO Stand Kakémono

After 5 months of work with 7 people covering different roles, For Your Eyes Only was finally presented on the Master MAJE booth at the Cannes Games Festival 2017.

The goal of that first beta/playable demo was to be tested by the public visiting the festival, to judge if the game was an original concept and most importantly : fun to play.

FYEO Stand partie 1

84 people answered a few questions and gave their opinion about the game. With a mostly positive reception, all this feedback will be useful for us to improve the game in the future.

FYEO Stand partie 2

The most important critic we got from the public was the imbalance of power in the game. The sentinel side had way more victories that the infiltrator side, so it’s with that knowledge that we will work on the balancing of the game.

The Master’s jury congratulated the whole team for the work done and noted the positive results of the project management, which has made constant progress even when the team was facing difficulties while building this game.

(Trailer coming soon)


2nd year project in Master MAPI MAJE (Project Management applied to Video Games) in Cannes, France. I’ve started it with another student and we’re currently heading its production. The team is composed of 7 people (2 developers, 3 artists, 2 game designers and QA).

For Your Eyes Only is an asymmetrical multiplayer stealth and strategy game developed using Unity and playable on PC & tablets simultaneously.

The game takes place in a dystopic futuristic world where hackers take it upon themselves to liberate mankind’s cultural legacy from the political and financial elite of a ruthless plutocracy. To that end, they’ll have to breach into  computer networks heavily guarded by security systems called « sentinels ». For each side, victory resides in strategy, discretion and deceit.

How it will play

For Your Eyes Only being an asymmetrical game, each player enjoys a distinct brand of gameplay.

One player, called « the Infiltrator », plays on a PC with a Xbox 360 gamepad. They control the virtual avatar of a hacker that secretly penetrated a secure network, manifested by a physical environment within the game. They have to navigate the level without being detected, reach their goals before the time expires and eventually escape. On that side, the gameplay is that of a traditional 3rd person stealth/action game – a la Metal Gear Solid, Hitman, etc.

The other player, called « the Sentinel », plays on tablet with intuitive touch controls. They take control of a security system, controlling guards and cameras that the Infiltrator has to avoid or a subvert. Using a top-down view, they have to spot the intruder, using only the sound waves he emits when moving and the feed from their surveillance devices. It’s then up to the Sentinel to trap the enemy and eliminate them before their objectives are complete. Here, we have a more slow-paced, tactical and strategy-based gameplay.

Over a local network wireless connection, the two players wage a breathtaking battle of wits, mixing stealth, trickery and chases in a labyrinthine architecture.

What I’m doing

Project Management as Scrum Master, Game Design & game development.

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