top of page

Recent works

Undisputed | Steel City Interactive

Starting as a gameplay programmer, I transitioned into assisting with feature implementation for Career Mode to assist with meeting deadlines.


I covered a range of areas, such as Gameplay, UI, Shader & Graphics, and more.

1500x500.jpeg

Stitched Up | Patchwork Games

Can you race to claim the most territory in a textiles-based party game and beat your friends?

 

'Stitched Up' was created by a team of six in Unity URP with C# and HLSL. Featuring in the UOG's COMX, this game will soon be released on windows. 

Taking the dual role of technical artist and programmer, I created much of the framework for the game, implementing UI, art assets, visual effects, and lighting.

Trailer coming soon...

Tree-branching algorithms within Houdini

Exploring tree-branching algorithms with Houdini and Unity, this academic poster and research paper explores the application of L-Systems, diffuse-limited aggregation and the shortest path algorithm in generating tree-like branching structures.

IRP Poster

Shader Programming

A brief recent project I accomplished was a scene made entirely from my shaders. I created this project using GLSL shader code in Unity with a base render pipeline. 

This includes:

  • Cross-section island shader is made by clipping sections of rock, using a plane, and rendering textures to produce a flat surface for the island base. This shader was the most challenging in this project, as I encountered many lighting and shadow-casting issues. 

  • Simple diffuse and baked lighting shaders that consider ambient scene colours and shadow handling. I chose not to use advanced lighting models like the one in my game 'Stitched Up', - which featured an HLSL PBR lighting shader since I was working with models lacking the necessary textures and wanted a simple solution I could combine into my other shaders.

  • A geometry shader that produces grass blades and features tesselation to increase the density of grass blades.

  • Stylised skybox generating stars and skybox lighting.

  • A simple interior mapping shader.

  • Many miscellaneous shaders such as clouds, leaves in the wind and more.

AI Programming

"You have submitted an advanced grid-based environmental simulation, using Behaviour Trees (with custom nodes to emulate Utility-like behaviour) and  Goal Oriented Action Planners.

 

You’ve used blackboards to propagate data between agents, procedural environment generation (including foliage for camouflage!), a variety of traits that can be passed on genetically, and you’ve developed custom editors windows to better serialize information for designers.

 

You include a broad range of sensory information for your agents, including grid-partition vision cones, hearing based on movement, smell based on wind data, memory and touch. All of which are visualised using gizmos and serialized fields." (Feedback 80/100)

Please see my GitHub or video documentation for more details on this project.

Dogtor Douglas

Working for Greater Springfield Orthodontics, I created a pitch and demo for a mobile game targeting young children. We wanted to develop Dogtor Douglas to educate children about the dental profession. 14% of young children fear visiting the dentist (AlSarheed, 2011), and by making this app, we hope to decrease it.

This game will allow children to role-play as the owner of a dental clinic, take on animal patients, use tools to fix their teeth, earn coins, unlock upgrades, decorate and complete more challenging patients. Furthermore, this game is within the genre of role-playing and education and targets children ages 3 and 8.

The pitch covered gameplay loop, mechanic and art mockups, competitor and device analysis, marketing strategy timeline, marketing potential, user engagement, game economy, action plan, growth strategy, and post-production plan. Additionally, I created a detailed financial spreadsheet with balance and asset sheets, project cost breakdown, funding breakdown, revenue, and breakeven timeline.

While we did not translate this project further into a sellable product, it taught me a great deal about the financial and business areas of the game industry.

 

I intend to develop this later, as part of a marketing campaign for the company. 

Other Projects

Although these projects may have room for improvement, it's worth noting that they were created in previous years, and my knowledge and expertise have developed since. They encompass a range of areas I am familiar with, including C++ programming, Vulkan, OpenGL, Rakent, Illustration, and 3D modelling.

bottom of page