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Projects

Just as a quick note, most of the projects listed below are not game jam projects. They consist of more long-term polished projects. If you'd like to have a look at the whopping amount of jam projects I've done, you can go here to my about me!

Paper Trails

Paper trails is a short adventure game, heavy with themes of cosy horror, mystery, and cuteness! Set in the child's story pop-up book, you play as a re-incarnated Rabbit, and must explore a world of wonder and danger, to find out why you were given this second chance. With visuals inspired from children’s novels, and a tone that toes the line between whimsical, horrifying, and heartfelt, Paper Trails is a game that can be appreciated by all.

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  • Using Unreal Engine 5, Blueprints, and C++ as one of the core programmers.

  • Created character and camera controller and cinematic system

  • Created key mechanics such as rope pulling, collapsible trees, and burrowing with an all purpose interaction system

  • Integrate all audio, music, and animation into the game

 

Looking back, I would have wanted to set out some standards for systems interacting with eachother.

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This project was a DARE Academy Finalist, and was showcased down at London EGX.

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Technologies: Unreal Engine 5, C++, Github, Rider

Skills: Gameplay programming, Animation programming, Optimisation, Music Production

Honours Project

My Honours Project focuses on the development of a Voxel rendering system using Raytracing and Sparse Voxel Octrees in DirectX11. This had me exploring the raymarching, raytracing, sdf's, svo's, quadtrees, and bvh's.

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  • Built using DirectX11, HLSL, and C++, with heavy usage of compute shaders.

  • Construction and traversal of a sparse voxel octree in compute shaders.

  • Voxel rendering system can successfully render hundreds of thousands of voxels easily

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This project is a Honours Project for my final year at Abertay University, worth 40 credits. I have yet to receive a Grade.

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Technologies: C++, DirectX11, Visual Studio 2022

Skills: Graphics Programming, Data structures and Algorithms

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Honours Project

Pirate Bay

Pirate Bay is a tower defence game made from a basic DirectX11 framework. Using the original concept of rotating game elements, this game has you defending an island from invaders trying to take away your grass!

You must rotate hurricanes and whirlpools to take down pirates from sea and air.

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  • Using an existing barebones DirectX11, HLSL, and C++ framework to create a game

  • Built upon existing framework to create a rendering system, gameplay system, and level system

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Looking back, I wish I started this project back in December, it was really fun to be able to go onto a pretty basic framework and expand it. Unfortunately due to personal circumstances, I only had 1 week.

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This project was a Winner in the Grads In Games, Search For A Star competition 2024

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Technologies: C++, DirectX11, Visual Studio, Github

Skills: Gameplay programming, Engine Programming

Pirate Bay

Project Omen

Project Omen was a proffessional project where university teams of 8 create a project specified to a client brief and get judged on how well the brief was done and how good the project is.

The project is extending an existing character in a power based FPS, by creating a new ability for the character. We chose Omen from Valorant, and gave him a new portal like surveliance and ambush ability.

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  • Using Unreal Engine 5 and C++, as one of the core programmers

  • Created character and camera controller

  • Created main ability mechanic and ability system

  • Integrated animation and audio into the game

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Looking back, I would have wanted to do a bit more profiling on the projects performance.

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This project was an Abertay University Module and I recieved an A of 40 credits.

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Technologies: Unreal Engine 5, C++, Github, Visual Studio 2022

Skills: Gameplay, Animation, Optimisation

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Project Omen

Treasure Hunters

Treasure Hunters is a multiplayer pvp game where players must explore a world overgrown, cut their way through and discover hidden artefacts. They must deliver these uncover and deliver these artefacts with powers bestowed upon them. However they must be wary, other hunters might not play as fair.

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  • Built using Unity, C#, Photon Bolt, Mirror, and Steam SDK

  • Created lobby and matchmaking system using server-client architecture

  • Implemented key interactions such as stealing, inventory sync, item sync, world sync

  • Debugged network issues and tripled speed of game among 8 player connection

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Looking back, I really really wish we scrapped the jam project and started anew for the long term one. That was the biggest mistake.

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This project started 4 weeks late into a 9 week competition for NSE, but managed to recieve an honourable mention for our work.

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Technologies: Unity, C#, Github, Photon Bolt, Mirror, FizzySteamworks, Visual Studio 2019

Skills: Procedural Generation, Network programming

Treasure Hunters

Procedural Generation Project

This procedural generation program demonstrates 2 procedural systems; terrain generation and l-systems.

The terrain uses perlin noise, particle deposition, fbm, faulting and more. The L-System demonstrates 2D and 3D stochastic capabilities by generating trees that get placed on the landscape. The L-System was tested using Fractal Binary Tree, Koch Curve and a Sierpinski triangle.

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  • Built using DirectX11 and C++

  • Created a expandable procedural generation suite where new techniques could be easily added

  • Implemented stochastic 3D and 2D l-systems to place on existing landscape

  • Program featured a raw, combined, and final view for designer friendly interaction and usage

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Looking back, I wish I had more time to convert a lot of the processes to a Compute Shader.

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This project was an Abertay University Module and I recieved a B+ of 20 credits.

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Technologies: C++, Visual Studio 2022, ImGui

Skills: Procedural Generation

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Procedural Generation

Graphics Project - Tessellation, Post-processing, and lighting

This Graphics project program demonstrates advanced use of DirectX11 API, showcasing elements like lighting, shadow, post-processing, tessellation, and vertex manipulation.

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  • Built using DirectX11 and C++, upon an existing framework

  • Implemented an efficient and versatile multi-light rendering system with different lighting models

  • Implemented a camera and landscape gradient based, tessellation using hull and domain shader, to produce more accurate normal calculations, and vertex placement

  • Implemented a post-processing system that used kernal filter. Making my own unique variable size gaussian blurring

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Looking back, I wish I could do more with shadows and ambient occlusion.

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This project was an Abertay University Module and I recieved an A+ of 20 credits. I later help the class as a class helper in 4th year.

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Technologies: C++, Visual Studio 2022, DirectX 11, ImGui

Skills: Graphics programming

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Graphics Project

Networking Project

This Networking project program demonstrates a multiplayer game using low-level API. Showcasing real-time and event-based messaging. This project was devleped upon my first year games project.

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  • Built using C++ and SFML, upon a previous project, with an emphasis on TCP connection

  • Created a robust and clean system for networking elements in the game, with plans for host-migration

  • Implemented interpolation and prediction techniques to compensate for lag

  • System managed well under poor conditions tested with clumsy among 4 player connection

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Looking back, I wish I could've gotten the host-migration to work. I had the theory worked out but didn't have time.

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This project was an Abertay University Module and I recieved an A of 20 credits. I later help the class as a class helper in 4th year.

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Technologies: C++, Visual Studio 2022, SFML

Skills: Network programming

Networking Project

Other projects

There are many other projects I've done which I am proud of, however they don't demonstrate much else aside from experience, that I'll simply list below, with GitHub links attached:

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Technologies: C++, C#, Unity, SFML

Skills: AI, Physics programming, UI programming, Procedural generation, Gameplay programming

Other Projects
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