Pierre Gilhodes
Last updated: January 14, 2026
Overview
Pierre Gilhodes is a French video game designer who became renowned for creating some of the most distinctive and whimsical adventure games in the industry.1 Best known as the creator of the beloved Gobliiins series, Gilhodes has crafted games that are considered “ovni” (unique phenomena) in the video game world, marking players’ minds with their atypical and offbeat character.2 His career spans over three decades, from his early work at Coktel Vision through to his current status as an independent developer continuing the legacy of his most famous creations.
Gilhodes is notable for his background in desktop publishing (DTP) and drawing rather than traditional programming.3 Despite not being a programmer by training, he has managed to create some of the most memorable adventure games of the 1990s, working primarily with development tools that he admits he “cannot completely parameterize.”4 His approach to game design emphasizes creative problem-solving and artistic vision over technical prowess, resulting in games with unique visual styles and unconventional gameplay mechanics that have captivated players for generations.
Career
Early Career
Gilhodes entered the game industry through his artistic background, having studied desktop publishing and drawing.3 His early work at Coktel Vision established him as a creative force in the French gaming scene during the late 1980s and early 1990s. He contributed to various projects as an illustrator and graphics artist, honing his skills in visual storytelling that would later become crucial to his success as a game designer.5
His first major contribution came with Geisha (1990), where he demonstrated his ability to create compelling visual narratives.6 This project served as a stepping stone to more ambitious works, allowing him to develop his understanding of interactive entertainment while building relationships within the industry that would prove invaluable throughout his career.
Coktel Vision and Sierra Years
The pinnacle of Gilhodes’ early career came with the creation of the original Gobliiins in 1991, which he developed while working with Coktel Vision under the Sierra umbrella.7 This breakthrough title established him as a major talent in the adventure game genre and launched what would become one of the most beloved puzzle-adventure series in gaming history.
Following the success of the first game, Gilhodes continued to develop the series with Gobliins 2: The Prince Buffoon (1992) and Goblins Quest 3 (1993).8 During this period, he also contributed to other notable projects including Once Upon a Time: Abracadabra (1991) and Once Upon a Time: Baba Yaga (1991) as an illustrator.9
His work expanded beyond the Gobliiins series during the mid-1990s, contributing graphics and artwork to The Bizarre Adventures of Woodruff and the Schnibble (1995), which he describes as “créateur du jeu” (creator of the game).2 This project demonstrated his versatility as both a visual artist and game designer, creating complex narratives that pushed the boundaries of adventure game storytelling.
Later Career
After his initial success with Coktel Vision and Sierra, Gilhodes continued working in various capacities throughout the 2000s.10 His contributions included work on Urban Runner (1996), Ben Hur: Blood of Braves (2003) as a 3D animator, and character animations for So Blonde (2008) and Scrabble Interactive: 2009 Edition (2009).11
In 2009, he returned to his most famous creation with Gobliiins 4, reviving the series after more than a decade.12 This return marked the beginning of his transition to independent development, eventually leading to his presence on platforms like itch.io where he continues to develop games independently.13
Most recently, in 2023, Gilhodes released Gobliiins 5: The Morgloton Invasion as an independent developer.14 He has also announced plans for Gobliins 6, stating “Merci pour tes encouragements ! J’espère que Gobliiins5 te plaira. Le suivant est commencé, Gobliins6, qui est la suite de Gobliins2.”15
Notable Works
Gobliiins (1991)
The original Gobliiins stands as Gilhodes’ masterpiece and the foundation of his reputation in the gaming industry.16 Interestingly, the game underwent significant changes during development. As Gilhodes explains: “Dans sa toute première mouture, Goblins 1 (Gobliiins) était à l’origine un jeu d’action mettant en scène trois personnages bougeant simultanément et contrôlés indépendamment. Mais des contraintes de programmation m’ont forcé à le transformer en jeu d’aventure, tout en gardant le principe des trois p[ersonnages].”17 This transformation from action to adventure game proved serendipitous, creating a unique puzzle-solving experience that would define the series.
The game’s success established Gilhodes as a master of whimsical character design and innovative puzzle mechanics. The three goblin characters—each with distinct abilities and personalities—became iconic figures in adventure gaming, described as “ces petits êtres malicieux qui égayent nos écrans depuis 1991” (these mischievous little beings who have brightened our screens since 1991).18
The Bizarre Adventures of Woodruff and the Schnibble (1995)
This ambitious project showcased Gilhodes’ ability to create complex, mature narratives while maintaining his signature whimsical style.19 The game featured innovative shadow-control mechanics, with the inspiration coming from an unexpected source. As Gilhodes reveals: “L’idée du contrôle de l’ombre m’est venue après avoir vu le film Dracula” (The idea of shadow control came to me after seeing the Dracula film).20
The game pushed technical boundaries and demonstrated Gilhodes’ evolution as a designer, incorporating more sophisticated storytelling and gameplay mechanics while retaining the charm and humor that characterized his earlier works. However, despite its current cult status, Gilhodes acknowledges the challenges of creating a sequel: “Woodruff’s sequel is a complex project, especially for a single person… It’s not for now. I’m starting Gobliins6 for now.”21
Gobliiins 5: The Morgloton Invasion (2023)
His most recent major work represents both a return to his roots and an evolution of his design philosophy.22 Working as an independent developer, Gilhodes created this game using modern tools while maintaining the classic pixel art aesthetic that fans expect. When discussing visual rendering preferences, he notes: “It’s true, it’s smoother like that, but less pixel art,” showing his commitment to maintaining the series’ distinctive visual identity.23
The game demonstrates his continued dedication to the adventure genre and his willingness to engage directly with fans through platforms like itch.io and social media. His hands-on approach to fan interaction is evident in personal responses like “Je t’envoie ça. A bientôt Pierre” when fulfilling fan requests for game access.24
Design Philosophy
Gilhodes’ approach to game design is characterized by creative problem-solving within technical constraints rather than programming expertise.25 He openly acknowledges his limitations, stating “I am not a programmer and I use a tool that I cannot completely parameterize,” yet this hasn’t prevented him from creating innovative and beloved games.26 His philosophy emphasizes artistic vision and player experience over technical sophistication.
His preference for 2D adventure games and pixel art aesthetics reflects a commitment to timeless design principles rather than chasing the latest technological trends.27 This approach has allowed his games to age gracefully and maintain their appeal across multiple decades. When responding to technical feedback, he explains: “I would like to consider your message for the next game but it is not always possible and it is already well started. I am not a programmer and I use a tool that I cannot completely parameterize.”28
Gilhodes draws inspiration from unexpected sources, as evidenced by his shadow control mechanic inspired by Dracula films, demonstrating his ability to translate cinematic concepts into interactive gameplay elements.29 His personal gaming preferences also inform his design choices—as someone who enjoys “jeux d’action et d’aventure, avec une passion pour Tetris” (action and adventure games, with a passion for Tetris)—he brings an understanding of what makes games engaging and replayable.30
Legacy
Pierre Gilhodes has left an indelible mark on the adventure game genre, creating experiences that continue to find new audiences decades after their initial release.31 His work is frequently cited by adventure game enthusiasts and has influenced numerous designers who appreciate his unique blend of humor, creativity, and puzzle design. The Gobliiins series in particular has achieved cult status, with active fan communities still discussing and celebrating these games on platforms like Reddit and specialized gaming forums.32
His impact extends beyond individual games to encompass a philosophy of independent creativity within commercial game development.33 As someone who achieved success without traditional programming skills, Gilhodes represents the importance of artistic vision and creative problem-solving in game design. His current work as an independent developer continues to inspire others who seek to create personal, distinctive games outside the mainstream industry.
The ongoing development of new entries in the Gobliiins series demonstrates the enduring appeal of his creations and his commitment to his fan base.34 His announcement of crowdfunding plans for future projects (“Il y aura un crowdfunding dans quelques temps”) shows his adaptation to modern development models while maintaining his creative independence.35 Plans for console versions of his recent work (“Many thanks! The Switch and other consoles version is well planned”) indicate his awareness of expanding his games’ reach to new platforms and audiences.36
Games
| Year | Game | Role |
|---|---|---|
| 1990 | Geisha | Designer |
| 1991 | Gobliiins | Creator/Designer |
| 1991 | Once Upon a Time: Abracadabra | Illustrator |
| 1991 | Once Upon a Time: Baba Yaga | Illustrator |
| 1992 | Gobliins 2: The Prince Buffoon | Designer |
| 1993 | Goblins Quest 3 | Designer |
| 1995 | Playtoons 4: The Mandarine Prince | Graphics |
| 1995 | Playtoons № 5: La Pierre de Wakan | Graphics |
| 1995 | The Bizarre Adventures of Woodruff and the Schnibble | Creator/Graphics |
| 1996 | Urban Runner | Contributor |
| 2003 | Ben Hur: Blood of Braves | 3D Animator |
| 2005 | Bet on Soldier: Blood Sport | 2D/3D Artist |
| 2008 | So Blonde | Character Animator |
| 2009 | Scrabble Interactive: 2009 Edition | Character Animator |
| 2009 | Gobliiins 4 | Designer |
| 2023 | Gobliiins 5: The Morgloton Invasion | Creator/Designer |
| TBA | Gobliins 6 | Creator/Designer |
References
Footnotes
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IMDb Biography — General biographical information about Pierre Gilhodes ↩
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Jeuxvideo.com Woodruff Retrospective — Description of his work as unique phenomenon in gaming and creator of Woodruff ↩ ↩2
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Obligement Interview — Information about his background in desktop publishing and drawing ↩ ↩2
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Pierre Gilhodes itch.io Profile — Current independent developer status and technical limitations ↩
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Adventure Gamers Company Profile — Career timeline and company associations ↩
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MobyGames Pierre Gilhodes Profile — Complete game credits and career progression ↩
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Advgamer Blog Inca Introduction — Context of his work during the Coktel Vision/Sierra era ↩
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IMDb Filmography — Complete list of credited works and timeline ↩
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Steambase Developer Profile — Game contributions and roles ↩
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Wikidata Profile — Structured data about career and works ↩
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Giant Bomb Search Results — Various game contributions and roles ↩
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Reddit Adventure Games Discussion — Recent activity and fan engagement ↩
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Apple Podcasts Gaming Show — Discussion of his modern independent work ↩
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Abandonware DOS Designer Profile — Historical context and game releases ↩
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Reddit 80s Games Discussion — Fan interactions and future project announcements ↩
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Pierre Gilhodes Gobliiins5 itch.io — Current game development and series continuation ↩
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Grouvee Games Company Profile — Game development insights and quotes about original Gobliiins concept ↩
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RAWG Creator Profile — Character descriptions and fan reception ↩
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Lemon Amiga Games List — Woodruff development details and complexity ↩
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Abandonware DOS Extended Profile — Design inspiration sources including Dracula film influence ↩
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IMDb Biography — Quotes about future project complexity and current focus ↩
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Jeuxvideo.com Woodruff Retrospective — Recent work as independent developer ↩
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itch.io Profile — Visual design philosophy and pixel art preferences ↩
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Adventure Gamers Company Profile — Fan interaction examples and community engagement ↩
-
Obligement Interview — Design philosophy and technical approach ↩
-
Advgamer Blog Inca Introduction — Self-description as non-programmer and tool limitations ↩
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MobyGames Pierre Gilhodes Profile — Aesthetic choices and design consistency over time ↩
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IMDb Filmography — Response to technical feedback and development constraints ↩
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Steambase Developer Profile — Creative inspiration sources and gameplay innovation ↩
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Wikidata Profile — Personal gaming preferences and influences ↩
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Giant Bomb Search Results — Legacy and continued relevance in adventure gaming ↩
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Reddit Adventure Games Discussion — Fan community engagement and ongoing discussions ↩
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Apple Podcasts Gaming Show — Influence on independent game development ↩
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Abandonware DOS Designer Profile — Continuing series development and fan dedication ↩
-
Reddit 80s Games Discussion — Crowdfunding plans and modern development models ↩
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Pierre Gilhodes Gobliiins5 itch.io — Console platform expansion and accessibility plans ↩
