Passionate Game Developer and gamer with a desire to create experiences that gamers can get lost in and enjoy.
Created Gamemodes, Mods and Managed servers within the game Garrys Mod that supported over 100 concurrent players.
Experienced in leading development teams in creating products that suit clients needs.
June 2023 - Present
CG Spectrum - Game Programming Course
March 2023 - June 2023
CG Spectrum - Introduction To Game Programming
Pumpkin Plot Plunder was conceived during a skills challenge as part of my coursework. We was tasked with creating a game within 8-weeks and was given the theme of Autumn Harvest. Our team chose to make a chaotic management game were players are tasked with ensuring their growing pumpkins are watered and harvested in time before they turn evil. Although we initially considered a Roguelike approach, time constraints led us to focus on refining the core mechanics of pumpkin management and harvesting.
The project ended up winning the overall prize for the skills challenge
The code for this project can be found on my Github
Toybox Titans is a 3 vs 1 multiplayer game set in a kids' bedroom. The objective is to destroy the defending toy in their crafted arena. After learning about the project from peers at CG Spectrum, I joined the team to contribute to creating a vertical slice. Over four months, myself and 20 other team members dedicated our efforts to designing, creating, and testing the game. Although there isn't footage from playtests available, the demo video provides a glimpse of some of the features I worked on and implemented.
Code snippets are available on request
After discussing my desire to create a game in Unreal Engine, my mentor suggested building upon the base Unreal Strategy game provided by Epic. Luckily, my mentor had upgraded the strategy game to work with Unreal Engine 5, making this project my first experience with the latest Unreal version. I established several goals for the project, including updating wave behavior, modifying the functionality of the arrow turret, and implementing a third-person mode within the game.
Code can be found on my Github
The Cube was a team project challenge set by CG Spectrum. Teamed up with a game designer, we set out designing and creating a game that would push the boundaries on what we already knew. This was my first game project in Unreal Engine and thus was also my 1st attempt at implementing an algorithm to dynamically spawn actors within the engine. This experience presented both challenges and opportunities for growth as I navigated the intricacies of Unreal Engine and honed my skills in algorithmic implementation.
The code for this project can be found on my Github
The Console FPS project was created during my Introduction to Programming course at CG Spectrum. Inspired by classic Wolfenstein games, which shared similarities with the course project (albeit rendered top-down), I sought to enhance the course material by transitioning it into a first-person perspective. This initiative led me to explore and implement a ray casting game renderer within the constraints of the course project, resulting in a significantly improved final game.
Code snippets are available on request. I am also happy to provide the whole project