Experienced In
Highlighted Projects
Snake Party
- Created UI Editor for HUD and Menus
- Action Input System for Multiple players and controllers
- UI Controller Support
- Added Polish (Scoreboard, Selectable colours, Gameplay Tweaks, Optimisations)
JetSetCrash
- Developed gameplay over iterations
- Had people come in to playtest and give feedback
- Created alien AI (Who stole your rocket parts)
- Made various particle effects
- Optimised the 3D project (Instanced Rendering)
- Showcased our game in The National Videogame Museum
Particle Editor
- Using imgui, created an editor for particle parameters
- Optimised by using many compute shaders
- Serialized to load/save particles and create collections of emitters
- Created compute shaders to depth sort the particles
- Soft particles feature - using depth buffer, decrease alphas close to surfaces
Brightside
- Inspired by Darkside but created new game mechanics
- Particles and post effects
- Game loop/progression
- Worked with artists for the 3D assets
- 3D orbital collision system
Gonkquered
- Ported gameplay from mushroom wars
- Created a level editor
- UI - Main menu, settings, level select and editor
- Control settings that lets you rebind any control for any of the 4 players
Combat System
- My first substantial Unity project
- Iterated on the animation system multiple times
- Developed a Combat Event and State Machine system
- Designed a stylized UI featuring health and poise rings
Asteroids Remake
- Developed my first game in C++
- Implemented custom scene management for ECS using EnTT
- Designed a pausing scene mechanic
- Implemented an event system to resolve circular dependencies and achieve general decoupling
Uno Multiplayer
- Implemented multiplayer functionality using WebSockets to maintain persistent connections
- Established server-side verification alongside client-preemptive actions
- Managed socket connections and synchronized game state between clients and the server
- Designed a lobby system to facilitate game setup before starting matches
Farming Game
- Leverage Rust to enhance C++ skills
- Utilize Bevy's advanced ECS framework
- Implement Chunk Loading
- Implement Custom AI behaviour tree (In Progress)
- Next step is to mplement Pathfinding