Space Shooter Roguelike
This project is my final year project at university, which I have spent more time on after I graduated. I planned to set the game up as a dungeon in a traditional roguelike, with planets replacing rooms and star systems replacing the floors of the dungeon. My goal was to create a game which would allow me to challenge myself and develop my programming skills.
Features
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Created a system to generate new star systems which controls system name, star colour, number of planets, types of planets etc.
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Developed an omnidirectional player controller which aims to feel natural and responsive
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Implemented a weapon system that splits weapons into three types: Blasters, Secondaries and non-lethal Abilities, these are stored and used by an inventory and loot system
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Developed an AI which can patrol, attack and evade the player
2D Platformer
This project was made in my second year at university using Unity and C#. I wanted to create a game from a popular genre to familiarise myself with its design concepts. I also created some pixel art to use alongside assets from the Unity Asset store.
Features
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Developed a character with responsive movement that could attack, double jump and slide on walls
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Created pixel art to use alongside the downloaded assets
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Created multiple enemy types and implemented the AI behaviours used
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Designed multiple levels for the player to complete
Destruction Derby Design Test
This project was one of my third year assignments. The task was to create a prototype of the Destruction Derby series in Unreal Engine 4. I decided to develop a free for all car deathmatch against AI.
Features
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Created a car controller using the UE4 Wheeled Vehicle blueprint.
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Designed AI to target and chase other cars, freeing themselves if they become stuck
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Implemented a physics based damage system to create realistic damage values
Wild Guns Design Test
This project was another third year assignment. The task was to create a prototype using elements of the Wild Guns series in Unreal Engine 4. I recreated the shooting gallery gameplay and arcade style scoring system.
Features
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Designed a wave system using different spawners to stagger enemy spawn timings
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Developed a deadeye inspired mechanic, along with weapon power ups
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Added a boss enemy at the end of the level with multiple attacks
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Built a shooting gallery level using UE4 assets