Hotel Null is a game I've wanted to make for a while - a classic 'escape the room' where the player is
tasked with finding clues and solving puzzles in order to escape. This is another Jam game, this time for LudumDare 45.
I enjoyed making the game for LD45 so much that I decided to continue it as my currently active side project whilst studying for my MSc.
Entry for js13k2019: The theme was "back", and the challenge of js13k is to keep the filesize
below 13 kilobytes. The idea for Dengar was to have an 'endless' runner in reverse, where you play as an
alien trying to return to Area 51.
Caravan Carnage Club
Started as a 'jam game' for GlobalGameJam, this is by far the most fun project
I've worked on to date. Myself and other members of Northumbria's Game Dev Society
took the 2019 theme "What home means to you" and...well we ran with it.
Within the 48 hours of the jam, we focused on creating the spiritual successor to Snake that aboslutely nobody asked for. Crash into enemy cars to steal their caravans, collect powerups to go fast or get drunk, see what hi-score you can get without before time runs out!
After the jam, we decided the game had been so fun to develop and adopted it into our weekly meetups. Since, pickups have been converted from 2D to 3D, new obstacles were added, and more!
Forming the development side of my final year dissertation, this game acts as a learning tool for new programmers. Rather than being tasked with mundane data processing programs, outputting countless variables to the console, they can now drive their very own Mars rover! Whilst this has now been submitted, I plan to continue iterating upon it to see how far the program can go in terms of helping new programmers understand the fundamentals.
Using C++ to extend a DirectX wrapper into a functional 2D game engine, applying an optional advanced element. My engine was built on the concept of generic, flexible components, similar to the Unity framework. Gameplay programmers can add their own game objects, attaching both core and custom components to alter the behavior of and breathe context into the game object. This module focused on the underpinning programming patterns of a game engine, and the strengths/weaknesses of different approaches, along with a supporting commentary on how this can greatly affect the working environment of a large-scale development team.
Christmas Train (VR)
As part of a 2-person project, we were tasked with created a 360° VR animation, using the THREE.js library. As the directions for this were left open to allow for creativity and individuality, my partner and I decided on a theme of a “Christmas Train”, with present-filled carriages and snow falling into the user’s view. When the user taps on the screen, the simulation is stopped and they are transported station-side.
This game was made as part of a team project, with my focus being UI and Inventory. The player is tasked with collecting components around the world to craft gun modules, enabling them to access different elements. These elements can be equipped via a radial menu [Q], where the player is able to select two elements; a primary [RMB] and a secondary [LMB].