Build a shelter to protect a family from the oncoming storm! I was responsible for the majority original assets, UI, weather systems, gameloop, optimization and branding material. Created for the UWE Civil Engineering dept. on MSc Commercial Games Development 2017/2018.
Contributed to the development of the second generation MekaMon app (iOS, Android), authoring an audio playback system, wave-based game mode, seasonal events, improved editor tools and begun transition to a new networking back-end. (Employ at Reach Robotics, Aug 2018-Jan 2019)
Multiplayer driving-party game! Our group worked on the 'Parallel Parkour' and 'Target Gliders' gamemodes, and I authored systems for postfx, artist-driven transitions, menus, HUD, player progression and promo art. Created by the BSc Games Technology final year cohort 2016/2017.
Cool Egg is trapped inside the omelette factory! Can you help him climb his way out of this lethal labyrinth? I authored the level loader, scrolling, and visual effects. Created during a game jam for the CGD module of BSc Games Technology, and exhibited at the PC Gamer Weekender 2017.. Playable Alpha (.7z)
Explore a darkened E1M1 from Quake using your trusty LIDAR scanner. Inspired by Scanner Sombre by Introversion Software and Quake by id Software. Created for MSc Commercial Games Development 2017/2018
Classic maze-chase game remade in the style of a PS1 game. Mazes are generated from images of the players choice. Created for MSc Commercial Games Development 2017/2018
Demake of the Looking Glass classic, Thief. I was responsible for the second pass player physics and stealth systems. Created for MSc Commercial Games Development 2017/2018.
Play as virusses carried in on infected USB sticks and try to get the most data out of the Public Library Database before the system collapses. I authored the player, input systems, 'real world' and Aero Glass effects. Created for the UWE Cyber Security Jam 2017.
Time Rewinding system for Unity 3D, packaged as a modular asset. Created for the Advanced Technology module of UWE BSc Games Technology.
Originally created for Kojima Drive, this system offers the usage of custom post-processing shaders in a standardized fashion, and their modification via developer-defined transitions that offer support for setting, lerping or curving of any material value.
Parody of Metal Gear Solid based on a randomly generated theme. I authored whale AI, menu interface and post-fx systems. Created during a game jam for the Commercial Games Development module of BSc Games Technology.
Side-scrolling dance-em-up in the style of Streets Of Rage. I authored the difficulty scaling system and item sprite art. Created during a game jam for the Commercial Games Development module of BSc Games Technology.