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COding Projects

The following are projects I have worked on in the past followed by projects I have undertaken as part of study or personal interest

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Role: Lead Programmer

Engine: Unity C#

Echoes of the Abbey is a thrilling horror game, set in a nunnery church in 1990.

This game is all about discovering which patient is possessed and ensuring they are dealt with all the while ensuring the rest are taken care of

2024 @

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  • Agile Methodolgies

  • Unity C#

  • Interdisciplinary Communication

  • Management

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Role: Level Designer and Programmer

Engine: Unity C#

A top-down vampire game where you embody a thirst-driven vampire, unleashing terror upon the inhabitants of Sanguimesia.

  • 2D topdown

  • Combat System

  • Level Design

  • Source control

  • AI

2023 @

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Open Skies 

Role: Gameplay programmer

Engine: Unreal Engine 5

@  Solent University

Utilising the steampunk machinery at the helm of your vehicle, you drift across the sky catching different fish and selling them off to locals you may meet. Upgrade your ship and enter more treacherous areas

​

  • Unreal Engine 4.27

  • Open World

  • Economy system

  • UI

  • VFX

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Open Skies 

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Solo Projects

These are all the projects I've taken for personal development. Mainly as uni orchestrated projects or personal endeavours, these thus far have helped act as checkpoints in my game development journey

Horror tech demo

This was part of a series of projects where we were tasked with completing a variety of game tech demos within a period of 2 weeks. For this project we were tasked with making a technical demo for a  first person horror game.

Highlights
  • Full game ready 3d demo

  • Interaction system

  • Inventory system developed

  • Hint Paper/ Diegetic UI

  • Voicelines and Audio Managers

  • Locked Doors and Keypads

  • Unity C#

  • Sprinting and stamina

directX11 3d renderer 

A 3D renderer made using DirectX 11. Has multiple game engine components such as taking input, lighting and deltaTime, alongside two scenes to demonstrate the engines, capabilities.

I have two developed demo scenes to showcase the features the engine has access to

Highlights
  • Fully handles rendering 3D objects

  • Created shaders from scratch

  • Created and rendered skybox

  • Reflection handling

  • Moving camera

  • Direct X 11 Toolkit and C++

mobile game tech demo

For this project I was tasked with learning to develop for mobile phones, learning how to handle touchscreen inputs and porting a game to mobile. For the finished product I produced and RPG adjacent tech demo. Where you play as a wizard fending off oncoming enemies.

Highlights
  • Fully functional and scaleable ability system

  • Enemy Detection and Movement AI

  • Mana/ Stamina and Energy handling

  • Dynamic 2d animations for all directions and actions

  • Health and damage systems

  • Unity C# Mobile Development

  • Creating mobile builds and releasing​

Blitzmax.ide astro game

A small math heavy 2D shooter made in a niche engine I decided to learn. The entire project was just an attempt to use graphing equations for rendering objects and gameplay. Also my first dive into custom-built collision systems

Highlights
  • Primitive maths based rendering

  • Score system

  • AABB and Circle collision

  • Death States​

playstation devkit Game

Without making use of an engine I learned to work directly on a playstation Devkit: rendering, animating and creating game states. It was one of the more challenging tasks I've undertaken but I've learnt how to use and interpret a new library and found the experience very useful.

Highlights
  • Small 2d Demo

  • No game Engine Pure PS4 SDK

  • Full Game states

  • Collision System

  • PS4 initialisation and integration

  • Rendering

  • Animation System

  • Object Pooling

SomiiDev

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