Projects
BLOSSOM - Unity3D
This project is still in development.
A lot has changed, but in the meantime, you're free to check out the alpha release below:
BLOSSOM was created for my undergraduate dissertation in order to demonstrate the strengths of my game development & design skills using the Unity engine.
I primarily wanted to focus on experimenting with unique approaches to traditional game design, and see if I could find creative, innovative ways to subvert typical design philosophies: namely, this project involved me designing a turn-based RPG battle system which was entirely devoid of RNG mechanics.
From the ground up, I programmed an entire dungeon crawling RPG inspired by games such as Dungeons & Dragons and Shin Megami Tensei. Notable features include:
- First-Person Grid-Based Movement
- Enemy Encounters
- Type Advantages/Disadvantages
- Battle Music & Diagetic Sound Effects
- HP and MP management
- A Persona-style social link system
- Multiple game configurations to test and debug mechanics.
- Over a dozen enemy types with unique strengths and weaknesses
- Scene transitions between a dungeon, battle, and overworld scene.
- A calendar system which measures the in-game weekday, day and month, and affects the game state accordingly.
There are two different versions available:
- Version A, wherein RNG was entirely absent from all gameplay mechanics.
- Version B, wherein RNG was present in many typical mechanics (random encounters, critical hits, etc.).
Both versions can be viewed and played on Itch.io.
Aquanaut - Unity3D
Aquanaut is a metroidvania/boomer shooter created in the Unity engine, which I developed as part of a group project alongside 3 others. As part of this project, I designed and implemented:
- Level Design
- Enemy and Boss Design
- Menu & Credits Visuals/UI
- Texturing
- Destructible Objects
During the development of Aquanaut I played a vital role as part of the backbone of a small development team, wherein I gained valuable insight into the dynamics of team software development.
Aquanaut's source code can be downloaded through GitHub.
It can also be viewed and played on Itch.io.
Fantasy Rugby - Nvidia PhysX and SDL2
A project where I created the foundations for the physics system of a fantasy-based sports game, including custom materials and physics-based objects.
This physics system's source code can be downloaded through GitHub.
It can also be viewed on YouTube.
UE5 Lighting Test - Unreal Engine 5
A UE5 project where I experimented with multiple types of lighting and materials, including day/night cycles, emissive materials and particle effects.
This lighting test can be viewed on YouTube.
UE5 Procedural Generated Environment - Houdini and Unreal Engine 5
A UE5 project where I experimented with Houdini to create a procedurally-generated landscape, complete with a waterline and randomly-scattered structures.
This procedural generation and my process to create it can be viewed on YouTube.
Aster - SDL2
A game I created using knowledge of SDL2 and C++ to create a basic arcade shooter, with configuration that can be read from a .txt file.
Aster's source code can be downloaded through GitHub.
It can also be viewed on YouTube.
Breakout - Unity3D
Breakout is a Pacman clone I created in university in order to gain an intermediate understanding of the Unity game engine.
Breakout overhauls many mechanics from the original Pacman: firstly, there's a timer which constantly ticks down that must be offset by gaining extra seconds through eating pellets and ghosts. There's also obstacles which must be destroyed via eating Power Pellets - but be warned, eating a Power Pellet will permanently make the timer tick down faster!
From a game design perspective, this game was created to assess and deepen my understanding of risk/reward, level design, gamefeel & to study how additional/modified mechanics can shift the dynamic of a game.
From a programming perspective, this game helped me familiarise myself with more advanced programming concepts such as game loops, game states, save/load systems & enemy pathfinding.
This game implements many rudimentary game mechanics such as score systems, timers, live counters, win/lose states & scene management.
Breakout's source code can be downloaded through GitHub.
It can also be viewed and played on Itch.io.