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MY EXPERIENCE & PROJECTS

My portfolio showcases a handful of my most recent projects. Take a look to get a sense of my skills, experience and approach. To learn more about a specific project, feel free to contact me directly.

Professional, UE4, C++
Silent Hill Ascension
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Silent Hill Ascension was the first project I worked on at Behaviour, and also stands as the first professional project I got to see my name in the credits of. It provided very unique experience as an ambitious interactive stream experience, and was definitely an interesting product to work on.

As it was my first project on this studio, a large sum of my time was spent running around different corners of the projected tackling pesky bugs and helping the team reach milestones in the most stable state possible. Later in the project I had the opportunity to work on tool development for the team, creating a handy tool to help artists manage collections of assets in scenes as they grew in complexity. 

Professional, UE5, C++
Unannounced BHVR Project
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Following Silent Hill Ascension I was moved onto a much more ambitious project at behaviour interactive, while there is little I can reveal about the details of my involvement as it is current unannounced, I am proud to have worked on core gameplay components of game, including the 3C's, gameplay ingredients and UI work.

Additionally, as a multiplayer project, this gave me hard to come by experience working with server/client architecture, teaching me the challenges of replication, and how to approach it. This was also a Data Driven project, another first for me, giving me plenty of time to work with Unreal's Gameplay Ability System (GAS).

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Misc BHVR experience
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When I joined Behaviour I was first put on to a couple prototyping projects, in these projects I learned Unreal Engine for the first time through practice, solving bugs and eventually developing gameplay elements and UI interfaces in a low pressure environment working environment. 

Later I was given the opportunity to take on Tom Looman's Unreal Training helping solidify the basics of the engine, filling in gaps in my knowledge following my hands on introduction to the engine.

Unity, Solo Dev, Personal Project
LeapFrog
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This Personal Project started with a Design Document created in 2019 for a Design Unit at Solent University, while trying to decide what to do regarding my previous personal project I stumbled into the Design document in 2021 while still looking for work. I chose to finally make use of this design document and pivot into this project. 

This game became a Pure Platformer game where you play as a frog that uses it's tongue as a grapple hook to traverse. It was a very exciting project to work on and I was very happy with the progress I made in my blogs, creating creative gameplay elements on this premise. This was ultimately discontinued following my Employment at SockMonkey Studios but there is a chance I will revisit it.

Unity, Solo Dev, Personal Project
DFNDR
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This game was the first personal Project I worked on after finishing University and taught me many lessons on design while I refined my programming skills. In my blogs I documented its unique premise over several months of development. The game was to be a tower defence game imitating the ideas demonstrated in a small indie project called "SNKRX". 

Unfortunately, I could never get the design into a satisfying position as it felt less fun to play with every playtest. Ultimately I scrapped the idea, however, another developer ultimately satisfied the premise in 2022 releasing a game named "FLERP" proving that maybe this game could have become something with more time.

Unity, C#, Teamwork
Binger Ninja
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This game is a collaborative project in which a team of 18 students worked together to create a Retro Gameboy-like experience in under 64Kbs. This created a plethora of programming challenges in script & asset sizes, and even the colour pallette.

My role in this product was wildly varied, displaying my multi-disciplined abilities. I worked as an Asset & UI artist, a Level Scripter, and a QA Manager.

In the end we achieved our goal, the game can now be found published on Itch.IO as well as Steam!

Unity, C#, Indie, FMP
Magnum Opus
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This game is an Action Hero Tower Defence Looter Game. The goal in the game is to defend a crystal by placing Towers to your advantage. To grow your power, players can pick up items enemies drop then equip them to tower pre-sets, allowing them to do more damage, shoot faster, have more range, or even take on elemental effects, including Fire & Lightning

This product was the final result of my Final Major Project. I chose to create a game for my project as I wanted to develop specific skills for Gameplay Programming

Thanks to my FMP, my project management skills have also increased considerably, allowing me to estimate workloads more accurately and define the scope of a project beforehand. 

Character and Level assets were sourced from the unity assets store, all other assets were created by me.

Professional, Unity, C#
Python Learning Game
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This is a Puzzle Game designed to challenge understanding of programming fundamentals. This is done by letting players drag and drop code blocks into order. They can then run what they have constructed. The gameplay window will play out differently depending on how they construct their code blocks.

The game was developed as part of a 2 week internship, resulting in 74 hours of work. My brief was rather flexible, requiring me to re-inforce taught Python programming fundamentals in a gamified manner. This flexibility allowed me to display initiative.

The project was unlike anything I had created before. Thanks to my education, I was able to deliver on a product that met the brief despite the exceptionally short timespan. I feel like this product amazingly displays the quality and quantity of work I can produce whilest working full time on a project.

Unity, C#, 4-Man Team
The Midnight Man
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The Midnight Man is a unique Horror Game created in my 2nd year of university. The brief was to create a game based on a randomly given Creepypasta. The player is set loose to explore as mysterious house, trying to solve puzzles while avoiding an invisible monster.

In this project, I held the role of AI Technician and Level designer. I was also given various odd-job scripting tasks. 

 

AI was a major component in this game due to the enemy of the game being invisible, we had to attempt to make systems fair, and understandable.

C++, DX11, Math-Heavy
A Generic Space Shooter
DX11 Space Shooter

This project was used to learn and reinforce DX11 and C++ development. Here I demonstrated this by creating shaders for objects, creating a skybox, and loading OBJ. files.

This project stands out from the many micro C++ projects conducted throughout my education as it included the industry relevant DX11 libraries, and I managed to achieve a 100% grade in the design portion of this assessment, demonstrating my ability to plan and doccument. 

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