Posts Tagged ‘rubika’


A major triumph for humanity : Philae to explore the universe !

The 12th of November was a big day for the scientific world : the lander has succesfully touched down the comet « Tchoury ». Indeed, the European Space Agency (ESA) had warned that such a manmade object’s landing was not guaranteed.


Philae is a Rosetta‘s robotic space probe lander which aims is to collect information about the comet « Tchoury » in order to make a detailed study of the star. All comet studies should help humans to understand the creation of the universe and of our Solar System. The Rosetta project was developed by the ESA and the spacecraft was launched March, 2, 2004 on an Ariane 5 rocket, from Guiana Space Center in French Guiana. As a matter of fact, the intensity of gravity is less important at the equator than at the poles. Consequently, it is more economical in fossil energy. Moreover, engineers use the gravity of stars and planets to help spacecrafts reach their goal with a minimum energy consumption.Rosetta's_Philae_touchdown

Rosetta arrived on « Tchoury » last august and launched Philae after a few months of observation. Its landing on the comet was filmed and broadcast « live » on the 12th. It did not happen as expected by ESA scientists. Would you believe that Philae bounced twice and during 2 hours, before it really landed ? In fact, the harpoons, initially expected to anchor the engine to the « soil », did not work suitably . It provoqued dust clouds that revealed the existence of complex organic molecules on the comet. This discovery may imply that stars are composed of amino-acid or even complicate molecules that could have been transported (we do not know how) to the Earth and are suspected to be a factor of development of life on our planet. The person in charge of the German-built COSAC instrument which detected these molecules, Fred Goesmann, said that one of them has been identified, without saying more.

Moreover, Philae is equipped with a thermometer-hammer, MUPUS, which measured a – 150 Celsius degree temperature and a soil « hard as solid ice » (ESA). But according to scientists, the entire comet can not be that dense because of its porosity.

French Toulouse « Etudes Spaciales » team leader, Philippe Gaudon, revealed to the press that, Philae is slanted at a 30% angle, stuck near a cliff. After 57 hours of data collecting, Philae went into sleep mode because it had no more energy. But it is equiped with batteries that can recharge thanks to solar pannels. Unfornately, Philae’s location did not allow it to receive a lot of solar energy (only 1 hour per day). But the engineers succeeded in redirecting its solar pannels in order to improve the duration of exposition. Anyway, it had enough time to send a large amount of data that humans will analize during the months to come.


Nevertheless, the goals have been broadly fullfilled. Indeed, even if all Philae’s instruments may not have worked according to plan, ESA scientists did not expected to go that far in the mission. The data collected will probably give some answers to a lot of questions about our universe. This progress can be compared to 1969 Apollo 11 & Neil Amstrong’s first foot on the moon.



Unbroken : a short film review.

Unbroken is the second film directed by Angelina Jolie, based on the life of the Olympic athlete and World War II veteran Louis “Louie” Zamperini (whose life is described in Laura Hillenbrand’s book Unbroken : A World War II Story of Survival, Resilience and Redemption). Once a troublesome kid, Louis Zamperini became a very promising runner thanks to his big brother dedication. Joining the United States Army Air Forces as a bombardier during World War II, he had to survive in a raft for 47 days along with two other members of his division after their plane crashed in the middle of the ocean, only to be found by the Japanese Navy and sent to a camp dedicated to prisoners of war. There, he had to endure all the torments and cruel trials ordered by the war criminal Mutsuhiro “The Bird” Watanabe who tried to break him as much as he could.


With this film, Angelina Jolie wants to pay tribute to Louis Zamperini who passed away on July 2, 2014 at the age of 97. If I was kind of afraid it wouldn’t match my expectations, it was a good exercise and a very inspirational story.

Let’s say it immediately, the film has been criticized and considered by some as yet another movie made to glorify the all mighty America, but it shouldn’t be watched with this mindset. You may regret the fact that Japanese soldiers were the only ones presented as cruel and merciless military forces. As long as you keep in mind that there are no nice guys and bad guys in times of war, you can concentrate on what’s important and the goal of this film : to portray the strength of mind of Louis Zamperini. And this detail is what makes this movie a little bit more than yet another story of epic American soldiers fighting against the Big Bad Japanese. You’re not watching an American hero trying to endure the treatment of Japanese executioners, you’re watching a formidably tenacious man keeping faith and hope even when exposed to the worst trials that humans can inflict on each other.

If you’re not interested in this kind of inspirational film, or if you’re fed up of those war environment movies, you can still do it your way : it’s a good and well-paced story, but not a masterpiece you’re forced to watch. In contrast, if a more insightful vision of the will power catches your attention, you should enjoy this production.

It deals with the faith of a man, of how your life and that of those around you can forge your mind, of how far one can go and endure just for the sake of not giving up. Not a masterpiece, but still an inspirational movie about a man whose will, story and courage command respect.

Maxime Bak.


Why should you check out Final Fantasy XV

If you’ve been following the world of J-RPG for the last decade, you have surely heard of the (in) Famous Final Fantasy Versus XIII, rebranded as Final Fantasy XV 2 years ago.

(In)Famous, for its tremendously long development process, which started over a decade ago.

(In)Famous, for its radically different world compared to previous Final Fantasy installments.

(In)Famous, for its extravagant hairstyle-design of  the characters, in a typical Nomura-style fashion, its game director until 2012.

(In)Famous, for its real time action oriented gameplay, completely different from the classic turn-by turn Final Fantasies.

(In)Famous, for its cast of main characters completely made of men.

(In)Famous, for its “Road-Trip” like experience shown in the TGS 2014 trailer.

And the list goes on…

Famous, or infamous? Whatever is your answer, it is nonetheless one of the most remarkable final fantasy in recent years, which you should check out regardless. I is also Final Fantasy series’ “final” hope to regain trust of its fan base, due to the poor reception of the FF XIII trilogy. Depending on the success of this one, it may really be the “Final” Fantasy.

A short demo version Final Fantasy XV is available for those who purchased Final Fantasy Type 0 HD, a spin-off of the Final Fantasy. This one explores a new mature direction for final fantasy with a cruel fantasy world where it’s people are waged into a merciless war.

For those who just want to peek into the future game that XV would be, investing into another full- fledged title might not be worth it for just a demo. But for those who are curious, Type 0 is worth the investment on it’s own due to it’s radically different approach to the series.

The game is planned for international release in 2015 on both PS4 and Xbox One, so please look forward it!



Hardware news : « What is coming next to make games even more immersive? »

A brief (not exhaustive) history :

Since they have been created, video games have had one objective above all others: immerse you into a different world, universe, make you feel special and powerful. To achieve such a thing, they do their best – with the work of artists and engineers combined – so that you can’t tell the difference between material reality and the universe they depict. And how do they do that?  Realistic graphics with computers and consoles that become more and more powerful; immersive gameplay with ergonomic controllers, or even motion control.

Back in the 70’s, the golden age of arcades made video games accessible. More and more people could play them. With the evolution of technology, and as the number of people working in that field was growing every day, video games were soon to explore new paths of play. In 1989, Nintendo released the Zapper, and accessory that allowed players to play games such as Duck Hunt, in which you had to shoot ducks, using the Zapper to aim at the screen.  In the 90’s, the development of 3D video games let you explore a virtual space. With those appeared steering wheels, guns, and a lot of others accessories to enhance your experience.



In 2006, Nintendo (again), released the Nintendo Wii with motion controllers only. This system allowed players to do a wide range of things, with the same controller. A lot of accessories came out to make it even more immersive. Consoles of the 7th generation (Wii, PlayStation 3, XBOX 360) all developed new controls, like PlayStation Move or Kinect. Until then, only Nintendo had bothered to develop such immersive technology.


Where is technology now ?

Today, technology is at a very high level. Some games are so beautiful it is hard to tell the difference between real life and video games. High-end GPUs (Graphics Processing Unit, the computer part that generates the graphics of the game) are now more powerful than ever, and it looks like things will keep going in that direction.

Products are getting better: thinner, lighter, they’ll eventually last longer if they have a built in battery. Yet, technology is stuck. Since games are so visually appealing now, what more progress is to be made? The answer probably lies within…the accessories. Even though consoles and PC try to use as few accessories as possible nowadays, new technology could LITTERALLY bring a new dimension to gaming on the video games’ system.


Virtual Reality

For the past few years, a lot of companies have been developing different technologies to improve the players’ experience. Thanks to recent progress in terms of miniaturization, for every part of a product, new devices are made possible, when they could not have existed a few years ago. Let’s take two examples : The Oculus Rift, and the Virtualizer.


First, the Oculus Rift is a virtual reality headset. What it means is: when you wear it, it allows you to see a video game as if you were actually “in it”. With simple words: all you can see is the game ! So you are completely immersed in the game’s universe.  Oculus Rift is the first famous virtual reality project to be seriously developed. The project started in 2012, thanks to a Kickstarter campaign. Kickstarter is a crowd-funding website meaning that many people (called backers) can pay to help a project to develop. Several versions of the prototype have been made since 2012, and the retail version is supposed to be released later this year. A lot of other companies have announced their own VR (Virtual Reality) headset, such as Samsung, HTC, or Sony.


The Cyberith Virtualizer is another virtual reality device, but it is not a headset. This product, which has also managed to be made thanks to Kickstarter, is a device which allows you to move freely as if you were in the game. It looks like a plastic circle on the ground, with three pods around it. The player is held by a specific system, that lets you walk, run, jump, crouch, exactly like you would normally do, but the device will translate it as an input (a message you give the computer so it does something specific, much like a command). Combined with a VRH, such as the Oculus Rift, you can really feel as if you were living the game. Almost nothing feels unnatural anymore, and you can feel like you were anywhere : battlefield/racetrack/arena/horror movie hospital, walking around, jumping and hiding.


Is it so great?

Even though this technology seems extremely cool and impressive, there are a few things that need to be kept in mind: First of all, these devices are still prototypes. Of course, they are to be released soon, but still, the first version might not be perfect, and research on those particular inventions will probably take a few more years for them to be absolutely intuitive. Also, both the Oculus Rift and Virtualizer, and also all the other similar technologies are very likely to be very expensive, making it even more important to think twice before you get it. And, last but not least, these systems are very big, and take a lot of room, especially the Virtualizer. So, in the end, this is probably the beginning of a new era for video games, but it will take some time for this revolution to be effective, and this possible “new era” to truly begin.

Théo Nottez.


A day in the life of a 1st year student !

A day in the life of a 1st year student !

Hello!  My name is Valentin Erbüke and I am in first year.

A lot of stuff happens in this new school of ours. Some recent events are way more important and spectacular that today’s topic, but hey, when you are only in first year, you cannot participate in all of them. I’m going to talk about something I’ve lived. A horrible, awful experience every first year has had to go through, something so horrific that it affects the person for years and years. Even the third years can bear witness and you can see their terrified and lost glances staring into space when you mention this specific subject: “Les exposés”.

I know my description is kind of exaggerated. It‘s been an experience really close to what you can see in the college or in high school. This is mainly why people tend to dislike it so much. In fact it is interesting enough for you not to fall asleep, because everyone gets to choose his own topic and so they put a lot of work in it. We had to choose a topic and develop a debate around it, and make a preview of the core of our oral in a written work. Sadly, I underestimated this part and I chose my topic in a hurry…

After this part, we had a few weeks to actually prepare the presentation in itself. The presentations were held separately on two different weeks. For two days straight we had to listen to our buddies non-stop for six hours, hearing their freaked out voice while they tried to maintain their composure for the whole twenty minutes of their lecture and feeling the intensity of the atmosphere when our jury made their criticism. Hopefully everyone chose a topic he or she liked, and the presentations were well done and enthusiastic. I’ve learnt a lot about people tastes and interest, and discovered a lot myself as well, since some spoke about topics I only knew a little about. We’ve heard about astro-physics, time-travel, Copyrights, Koreans cinema, viruses and parasites, Ireland’s mythology and beliefs, brains and robots. I myself talked about the story of television screens and how they have evolved to the current curved screens we can buy on the market. I guess everyone has discovered something he liked and ignored everything about. Overall, and mainly because everyone put a lot of work into them, we’ve been through four long and intense, but very instructive days. Now it is all over, and we are all dying to get our marks, that should not be long, but the waiting is stressful.

I witness it was a great experience, with its ups and downs, and I’m really happy not to have to go through it once again!

Now I’m finished, you can go on and read what has happened a bit earlier in the year: The Imagine Cup! (I believe someone’s been writing some stuff about it.. If not, I hope I’ve kept you entertained and that this lecture was not boring.)


Have a good day !

This article was realized by ERBUKE Valentin.


They see me rolling… (Hits Playtime Game)


“My name is Namaspamus, and I’ve lost my body ! Would you help me to look for it ?”

Namaspamus is a game that I’m currently making for the Hits Playtimes 2015 contest, an annual game-making contest for game design students.

The game is a 2D platformer in which you play Namaspamus, a head seeking its body. You need to make it roll in the levels to progress. You can also jump, but be careful : as a head, you can hurt yourself very easily ! Each impact makes you lose life, depending of the type of ground you land on.

You need to finish each level without being hurt too much, which can be very hard as you’ll have to go through dangers like enemies or bombs. Some levels will almost be puzzles in which you have to find the way to reach the end without dying.

There’s a use of physics to make interesting situations like chain reactions. It has a silly and absurd universe, and some cruel humor too : watching this poor Namaspamus getting hurt should be quite fun. The artistic style uses old paintings from the renaissance, and the tone is quite inspired from Terry Gilliam’s Flying Circus animations.

The name “Namaspamus” is based on a bad pun in french (we could translate it in “Gathernomoss” or something like that).

There are only 3 of us in the development team (the teams for the contest can have up to 6 people) with two game designer/programmers, and one game artist. The project is currently on stand-by because we have a lot of work, but don’t hesitate to support us by liking our facebook page !

You can also check our Devblog, even if its quite empty for the moment…

You could find Namaspamus bouncing on your screen one day, so keep an eye out ! :)

Adrien Poncet


Game Development Tips for Wannabes

How to begin game development when you don’t know a thing ?



If you’re reading this, you are probably willing to develop your own video games. Before going any further, I have to warn you : Reading this post WILL NOT make you a good game developper. To be very honest, the only way to make good games is to make a lot of crappy games. Like, dozens of them.

So, you want to develop your very own First Crappy Game. Where to begin when you’ve never done anything close to it?


1 – Programming

The thing that’s most probably blocking you right now, is the programming part of your game. Programming is a very specific skill, that needs you to learn a whole new language and way of thinking. Well, believe it or not, if you can’t program at all, that’s actually not a problem : There is a lot of middleware available, such as Game maker or Construct 2. They are very easy to use, and will allow you to make games without writing a single line of code. So, if you’re not a programmer, the first thing you have to do is to download one of these two, and learn its basics. It shouldn’t be longer than an hour or two, really.

Go ahead, do it. I’ll wait.

Now, if you’re a seasonned programmer, and you already know a programming language (or even more than one, who knows?), then you might want to use this knowledge, and you’d be right. So, just use Unity, that runs on C#, or Unreal Engine, that uses C++, or Flash, or anything else you feel comfortable with. As long as you keep in mind what you already know and what you need to learn to begin developping your game, you should be fine.


2 – The Idea

By now, you should have the technical skills to develop your game, and you should know where to find any piece of knowledge you could be missing (if you don’t, just google it. It’s that easy. Being stuck sucks and someone online probably has the answer to your problem anyways).

To begin developping your game, the only thing you’re missing now is an idea. Just keep it as simple as you can : your goal now is to finish your game, be it the simplest, or even the worst, that has ever been made. If you’re lacking inspiration, just begin with a standard top- or side-view game, the rest will come later. An idea from an other game is totally OK if you can’t find anything else. Don’t worry, more ideas will pop up as you develop games.


3 – Aesthetics

By “aesthetics”, I mean the assets of your game, for instance the environment, the character animations, and the cool sound your avatar produces when he punches an enemy, but I also include all the things you can put in there to make your game “feel” better, such as particle effects or the fact that the screen shakes when everything around you explodes.

I’ll be honest here. I don’t think think aesthetics are essential when it comes to creating your very first video game. Don’t get me wrong : I do think they can make the difference between a bad game and an excellent game. Just don’t waste all your time and energy making gorgeous sprites if the rest of your game just sucks.

What I’d recommand for a first game is, as always, just to keep it simple. If you feel inspired, you can create assets by yourself, or else you can use some stuff you found on the Internet (just make sure it’s free ! Take a look at these sites if you don’t know where to begin).


4 – Iterate !

When you begin developing your game, don’t worry too much about details. I know it’s hard not to correct that-minor-bug-that-you-could-totally-fix-if-you-just-had-three-more-hours, but you have to put the core features of your game together first. Having a working game is only the first step, and you need to get to it as fast as you can. That’s why I’d recommand you create games with simple mechanics at first, so you can see the result of your work very quickly.

Once you have worked on your game enough for it to be playable, you can begin iterating on it, which just means improving your game, correcting bugs and adding features, until you get bored or it seems finished enough to you (depending on which happens first).

And that’s how you develop your first video game.



What to do once you’ve finished your first game? Well, there are a lot of possible answers to this question, mine being “Just make a second game. And a third one. And then another. And another again.” It’s simply the best way there is to improve !

Here are a few general tips that may be useful if you keep developing games :

Keep it simple : Getting small games done is better than giving up on bigger ones.

Be creative : Try to make every game you make different from the previous one, and from any other game out there !

Have fun : What’s the point in making video games if we don’t enjoy ourselves?

Keep learning : Once you’ve made a few games, try to get out of your comfort zone !

– Ask other people to help you : Making games with other people is easier, more effective and much funnier than doing them on your own !

Share your games : Showing your game is the best way to get feedback and advice ! Talk to other game developers and participate in game jams to get valuable experience and meet lots of interesting people !

Henri Couvreur


Imagine Cup Bootcamp

Sans titre-1


Hey, Ryan and Seb here, back from the Imagine Cup bootcamp !

We haven’t slept much, but our projects have taken a new turn. We learned a lot with the coaches we met there. on the first day, we presented our projects and got feedback. After that, we all worked hard on improving them. The next day, the coaches took a look at the evolutions and again, gave us tips for the finals.

Of course, the goal of this event was to prepare ourselves for the French finals. It’s happening on the 9th of April and we still have a lot to do. But we all got a lot of experience over this week-end.

By the way, we released videos about our games. You can check them out by clicking the links below. The most liked video on YouTube will win a prize, so don’t hesitate and share them !




Willy the Wisp






Mass Effect 3 : Power and Personal Choices

I’m going to start this article with a fact: I’ve played more Mass Effect 3 than I dare to admit. I love this game, and I especially love the multiplayer mode. For the people who don’t know about it, you’re cooperating with up to 3 other people to beat ten waves of enemies coming your way in closed maps, with objectives to do every 3 waves. It’s really cool to play, with a good level of difficulty and a pretty good intensity curve and everything, so I wasn’t really thinking about it, but I started to and… I found out something : This game has deprived me of my personal choice.

I’m not saying that I became a zombie playing it, lost my family, became violent or whatever. The outcome of my little “thinking session” has to do with the way you acquire new gear and characters in the game. There are, indeed, a lot of different characters and weapons to play with, some rarer than others, some more powerful, some with a really exotic gameplay. And to acquire these characters/gears, one needs to buy “packs”.

A pack is a bundle of 5 random items, which can be characters, weapons, consumables, or whatever. The more expensive the pack, the better the items of course. And I think you might begin to catch onto what I’m about to say. The way you buy your stuff will change the way you play.

Let me walk you through my mates and I’s experience. We started, like everybody else, without any gear and with very few characters. After several games, we started to buy some packs. And that’s when the magic happened. Thanks to the RNG, the only characters I got were from the Soldier class, and the only weapons I got were shotguns.

During the single-player campaign, I mostly played Infiltrator/sniper-rifle, a.k.a the polar opposite of what I got in the packs. You can clearly picture my disappointment, as I wasn’t going to be able to play in my favorite style, but I rolled with it. I started to play Soldier/Shotgun, because they were the only powerful ones I had, and I liked the feeling of empowerment. I looted more and more soldiers, more and more shotguns, and I continued playing that way. And now I have weapons of every type and powerful characters of every class, I keep playing soldiers with shotgun; I proudly claim they are the most viable way to play the game.

On the other hand, my mate got a lot of SMG, and now can’t play without one. And we continually argue on whether they are good or not. Truth is, neither SMG nor Shotguns are superior to each other. But the multiplayer taught us to play one way, and we eventually made it OUR way, confusing it with our personal preference.

When playing the campaign, every choice is available with the same level of power, so you can pick whatever you want, according to your own play style. In Multiplayer, the randomly generated system gives you options that are more prevalent or viable than others, so you pick them. And as you experiment with them, feeling the empowerment, your evolution in the game, you start to like them, and finally you can only see them as your own personal liking.

The most important part is that, even if it seems totally obvious when worded out, the player is not aware of these changes in his patterns. It’s comparable to a kind of Stockholm Syndrome: you can only realize it once you start to look back on your history with this game.

The really special part is that, even if I’m aware of it, I’m going to keep playing Shotgun Soldiers. Indeed, unlike the Stockholm syndrome, there’s no real negative part to this behavioral change. I’ve been taught to love this new playstyle, and I accepted this teaching, even if it was not totally conscious. As I kept playing the game, with the system of rewards (formal and informal) validating my “choices”, the little disdain I felt in the beginning quickly faded away, so I don’t have any problem with my playstyle now I that I’ve found everything out.

And now, as I’m playing, I can only wonder about how such a little element of a game system can create such a strong long-term impact on a player. For I know that, if I had had the possibility to just choose a particular weapon to buy, It probably wouldn’t have turned out this way.

by Jules Gassie



Welcome to the glasshouse ! Rubika’s got a fab new campus in the “Serre Numérique”


We’ve recently moved into our new campus: the ‘Serre Numérique’. All 3 Rubika schools (Supinfocom, Supinfogame and ISD) are now reunited in the same brand new building. Even though some of the construction work has yet to be finished, the Serre Numérique is already a great workplace for the students, the administration and the professionals in the field, who all took their marks very quickly. The “Serre Numérique” was in the Rubikapipelines for a long time.It’s much awaited state of the arts building has fantastic big classrooms and great facilities. Wanabee students got a chance to see our new campus on the open day. We look forward to creating and enjoying many new gaming experiences on our brand new site.



More breaking news to follow !

Recent comments

  • DigZon technology

    18 août 2015 |

    Keep up the great work ethic.


    10 août 2015 |

    This article has inspired me. It’s profound, interesting and worthy of a positive comment. I try to give good content its due and this deserves a top rating. Thank you.

  • Mathieu

    22 mai 2015 |

    Very interesting article. Could be usefull to me in 2nd year, that is if LePivain makes us study this one.

  • Mitzi

    15 mai 2015 |

    This article and many other on your page are very interesting.
    There is a big chance to go viral.

  • admin

    10 avril 2015 |

    Beautifully written