Made in Unity, this is the biggest project I have been a part of so far, we were lucky enough to be nominated for the Sheffield Hallam 2024 games showcase event where we presented our game to a group of industry professionals, and even got a special mention at the end. With a team of 2 designers, 2 artists and 1 other programmer we created a first person shooter with a horror theme. The player must escape an enemy lair whilst beating monsters, there are also story-line tasks for the player throughout for more immersion. This ambitious combination has allowed us to design and implement a large variety of features, for example some of my contributions were:
Working on both weapon systems, the revolver and staff, making use of raycasts and the unity particle system.
Implementing generic game features like sprinting, weapon pickups, timer, health pickups, auto reload etc.
Working on a player health manager involving dealing and receiving damage/health pickup functionality.
Creating some systems which were later built on by my teammates such as enemy spawners and teleporter/room transition scripts.
Working on the final boss scene with my teammates.
Creating an audio player in order to implement/link most of the game sounds such as revolver firing noises, boss spawning etc.
Fixing bugs throughout.
(Assets courtesy of the artists and designers within my team)
I made this simple space invaders/asteroids inspired shooter game in C++ using DirectX 11 and university supplied assets.
In this university assignment I used various software and hardware optimization techniques such as data oriented design, threads, custom containers and code quality improvements to make this particle system (and a simple game provided) run far better with massively reduced frame times.
This is a game that was made in a game jam I took part in at university. With a team of me and one other programmer, the selected engine being Unity, and with a unique selected theme of pigeons, we decided on a 2D game in which you control a pigeon that can move horizontally between screen limits. The aim of the game is to collect as many falling watermelons as possible whilst avoiding the other damaging items which fall from random points. After being damaged enough the pigeon dies and an endgame screen is shown displaying your score and options. We only had 6 hours to make this game so we kept the concepts simple to make sure we ended with a finished, working game.
(Some of the assets are courtesy of kangjung.itch.io)
(Assets courtesy of the artists in my team)