PENALTY HERO

Platform: iPad
Language
: C# (Unity)

An iPad based flick football game, initially created as a multiplayer turn based game for integration in a gambling platform which was then redesigned as a single player standalone game.

Released around the 2014 World Cup, featuring a campaign mode with various different challenge types.

 

 

ARGOS KIDS CHRISTMAS WISHLIST

Platform: iOS / Android
Language
: C# (Unity)

A collaborative project with Argos, we created an app that allows kids to explore the argos catalogue in an interesting and engaging way, allowing them to build a whishlist of toys they are interested in.

These selections can then be used with a drawing tool we created to display their choices how they like and then send the result to santa (their parents), giving the parents an email with some good ideas of what their kids are wanting for christmas!

 

DAN BUSTERS / PROJECT DELIVERY

Platform: iOS/Android/Web
Language
: C# (Unity)

"Dan Busters" was the product of a two day "hackathon", a top down WW2 shooter featuring our friend Dan as the courageous pilot.

Playable Web Build: DanBusters (Unity webplayer required)

This project was then reskinned with a christmas theme and released as a small christmas minigame for the company, which was also released on Android.

Playable Web Build: ProjectDelivery

 

SKYLANDS - A DISCONNECTED WORLD

Platform: Windows/Mac/Linux/Web 
Language
: C# (Unity)

The result of my first entry to the "Ludum Dare" 48 hour game jam, with the theme "Connected Worlds"

The world of skyland has been broken apart. Protect your builders as they attempt to bridge the gaps and reunite the scattered population.

All art, code and sound was done by me within the 48 hours of the competition.

Playable Web Build: Skylands

 

FINAL YEAR PROJECT: PROCEDURAL PLANET GENERATION

Platform: PC - Direct3D11
Language
: C++

My final year project for university, procedurally generating planets, based on various noise algorithms, then applied to a sphere. The aim of this project was to create a fully generated 3D planet, all on the GPU utilizing the features of Direct3D11 to make all the actual terrain generation GPU side using tessellation and shaders, meaning the actual planet requires virtially no memory usage, while still maintaining interactive framerates.

 

 

 

 

 

GROUP PROJECT: THE AMAZING ADVENTURES OF PIERRE LE GUY

Platform: PC
Tools: Unreal Development Kit / UnrealScript

A group project, from a team of 11 students, comprised of programmers, artists, animators and level designers. This gave me the opportunity to work alongside other people in a development environment, working towards the goal of creating a game of our choosing.

We created a 2.5D platformer with the core mechanics centered around a character with a grappling hook, allowing for interesting puzzles and obstacles.

 

GRAPHICS PROGRAMMING: DEFERRED RENDERER

Platform: PC - Direct3D10
Language: C++

A rendering engine written in C++ using the Direct3D10 graphics API, and using techniques such as deferred rendering, Screen Space Ambient Occlusion, Anti-Aliasing, blurring and multiple passes. This creates a final rendered scene affected by many lights, all running at over 60 frames per second.

 

DEVICE PROGRAMMING: CAANOO GAME

Platform: PC / Cannoo
Language: C++

For this project I created an "always running" style platformer where the player must focus on jumping over gaps in the ground while also shooting at or avoiding enemies, featuring multiple enemy types, boss enemies and multiple levels.

One of the main focuses of this project was to make the game as efficient and optimised as possible as it was targeted at a limited, mobile platform, and involved the creation of a custom memory manager to handle memory allocations, as well as adding various debugging functionality like an on screen console, log file outputting and timings. These debugging tools were used to identify bottlenecks and help with optimisation and development.

 

 

MEMORY MATCH MOVE: IPHONE GAME

Platform: IPhone
Language: Objective-C

For this project, we were given a brief for a game which we then had to create for the IPhone. The game was a simple tile matching game, where tiles would move around, and could be touched to temporarily reveal their colour, and were dragged onto a tile of the same colour to match them. This game featured menus, and a persistant high score system, and was written using the OpenGLES version available for IPhone.

 

MULTIPLAYER GAMES PROGRAMMING: BOUNCING TOURNAMENT

Platform: PC
Language: Java

For this assignment, we were given an already written game with a very simple networking layer that utilized blocking TCP functionality. Our task was to replace this networking layer with our own, using the more efficient non-blocking functionality of Java along with the NIO functionality, to create a better and more efficient way of doing multiplayer in this game.