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SHOWREEL 2024

Games    Games   Games   Games   Games   Games    Games   

WORK 

Knight's Playground

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Screenshot 2024-11-12 123716.png

About:

Playground is a small 6 weeks project used to explore writing and modifying my own code. The main movement mechanics of a 2D platformer/hack &slash is implemented to establish a strong base for my programming abilities whilst still keeping it fun for me to work on. I left other mechanics for further weeks - if I ever want to go back to it. Main movement mechanics: - Walk - Run - Jump - Roll - Wall Jump - Wall Slide My role: Programmer

Credit:
Assets and animations that aren't mine:

Made in Unity

Unity_edited.png

Arcade

About:

Arcade is a mini 6 week project with the main goal to replicate a retro classic. My inspiration for this game is - hopefully evident - Frogger. Though not just any replication, I had to add at least one extra mechanic and all code had to be from scratch. This keeps me from relying on tutorials or pre-written code which expectedly aids in a greater understanding of the code and scripting. The extra mechanics I added were: - A combo score mechanic. - The bird grows depending on amount of fruit. My role: Programmer

Credit:
Assets and animations that aren't mine:

Made in Unity

Unity_edited.png

Unearthed

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About:

Unearthed is another 6 week project that focused more on correlating game with narrative. For example you have; movement mechanics that fit the environment - dialogue that provides context and a gameplay loop that contributes to moving the story along. I worked within a team of two 3D artists who helped and contributed to all assets in the game. Myself as a programmer had to form the scenes together with the combinations of puzzles, clear direction, clear layout and steady pacing. My role: Programmer

Credit:
 

Made in Unity

Unity_edited.png

Celestial Shadows

About:

Celestial Shadows is - once again - a 6 week project that prioritised creating a satisfying gameplay loop that could be marketed. Our team of 5 would gain experience and advice from big game industries like Rockstar and SEGA. We had 1 2D artist, 2 3D artist and 2 Programmers. The 2D artist aided with the cutscene and UI elements, as well as envisioning the game as a whole. The 3D artists provided us simple yet effective assets to personalise and decorate our game. Programmers were split on workload, I provided the menus, movement, player stats and items whilst my counterpart did the weapons, animations, USP (unique selling point) and sound. My role: Programmer

Credit:
 

Made in Unity

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EDITING   EDITING   EDITING   EDITING   EDITING   EDITING

WORK 

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About:

Credit:
 

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