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My Portfolio
Welcome to my portfolio. Here you find interesting projects that I have taken part in. I hope you enjoy.
Small Adventure Game
This is a simple single-player, third-person game showcasing newly learned Engine Development skills.
Constructed this Game Engine from scratch using C++ and the BGFX API, integrating libraries such as Box2D (Physics Library) and ImGui (UI Library).
Relevant Features implemented include:
- Importing 3D object files.
- Create heightmaps with dynamic terrain deformation.
- Used shaders to imitate lighting that properly interact with surfaces, with multiple light sources.
- Developing all the gameplay logic by efficiently using the Entity Component System.
Constructed this Game Engine from scratch using C++ and the BGFX API, integrating libraries such as Box2D (Physics Library) and ImGui (UI Library).
Relevant Features implemented include:
- Importing 3D object files.
- Create heightmaps with dynamic terrain deformation.
- Used shaders to imitate lighting that properly interact with surfaces, with multiple light sources.
- Developing all the gameplay logic by efficiently using the Entity Component System.
Reboot Runner
This project was made for a Game Jam in December 2023. The theme was "Running out of Power". 3 developers, including myself, took part in this project.
As the Game Designer, I held the overall vision of the game and managed what was implemented in the project.
As the Level Designer, I designed the two levels that showcase the mechanics of the game.
As a Gameplay Programmer on the team, I implemented the functionality of the:
- 3D First-Person Player Movement and Camera logic.
- Basic UI programming.
- Level Management (Meaning transfer between Scenes and resetting levels on fail).
- Various powerups including the Battery.
As the Game Designer, I held the overall vision of the game and managed what was implemented in the project.
As the Level Designer, I designed the two levels that showcase the mechanics of the game.
As a Gameplay Programmer on the team, I implemented the functionality of the:
- 3D First-Person Player Movement and Camera logic.
- Basic UI programming.
- Level Management (Meaning transfer between Scenes and resetting levels on fail).
- Various powerups including the Battery.
Project Abyss
This is my latest project that I am working on in my final year capstone project in the Game Development program at Algonquin College. It is a single-player, first-person underwater exploration/horror game inspired by Subnautica and Phasmophobia.
In this project, I have implemented optimized 3D gameplay elements including controller support, movement elements, as well as AI perception and AI state machines to create dynamic behavior for the various wildlife found in the world.
I have also created and maintained the required documentation to facilitate the project for the rest of the group, such as Game, Technical and Module design documents, as well as Quality Assurance and Bug lists. I also performed as a Scrum Master over the 14-person team.
To see more from the game, please visit the www.projectabyss.ca.
In this project, I have implemented optimized 3D gameplay elements including controller support, movement elements, as well as AI perception and AI state machines to create dynamic behavior for the various wildlife found in the world.
I have also created and maintained the required documentation to facilitate the project for the rest of the group, such as Game, Technical and Module design documents, as well as Quality Assurance and Bug lists. I also performed as a Scrum Master over the 14-person team.
To see more from the game, please visit the www.projectabyss.ca.
Break Out
In my first year of the Game Development program, I undertook the project of recreating a version of the classic game Breakout using the professor's custom game engine. Throughout this project, I gained insights into the mechanics of box and line collision and how to integrate them effectively.
This knowledge enabled me to introduce a range of features, including fundamental ball-paddle interaction, collision with blocks and walls, and more advanced elements like power-ups that heightened the game's appeal and enjoyment. Examples of these power-ups are paddle and ball size adjustments. Additionally, the professor introduced me to the implementation of Easing and Tweening, enhancing the smoothness of these effects.
This knowledge enabled me to introduce a range of features, including fundamental ball-paddle interaction, collision with blocks and walls, and more advanced elements like power-ups that heightened the game's appeal and enjoyment. Examples of these power-ups are paddle and ball size adjustments. Additionally, the professor introduced me to the implementation of Easing and Tweening, enhancing the smoothness of these effects.
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