UE4 Quest VR
Lead Programmer Contractor
Companion AI, Gardening Mechanics
Platform optimisation
Generalist
Unity PC
Solo Project
Programming
Game Design
Art
UE4 Quest VR
Lead Programmer/Developer
Gameplay, Tools, and UI programming
Platform optimisation
Technical documentation
Unity Tethered-VR
Programmer/Developer
Gameplay, Tools, and UI programming
Performance optimisation
Technical documentation
Implementation Time: 6 Hours
Cellular Automata with hot swappable rule-set.
CA uses a custom Double Buffer array, with inbuilt wrap functionality.
Colour derived from heat map values passed to a coloured gradient.
Colour gradient is hot swappable.
Drawn to a Unity Render Texture
Implementation Time: 8 Hours
Dynamic input using only 4 buttons (2 per hand) that allows for:
Shooting, open/close gun for reloading, load ammo, holster, draw, pickup, put down, and world interact.
Hands function independently for duel wielding fun.
Segmented body + procedural orientation for dynamic animation.
Implementation Time: 16 Hours
Simulates the Transport Network of the Physarum Polycephalum Slime Mold,
Particles leave trails on trail map.
Particles change direction based on trail density.
Trail deteriorates resulting in orderly networks.
Base on Sage Jenson's implementation.
Implementation Time: 14 Hours
Inspired by Mathologer's explanation of Times Tables
Effect is produced by distributing a number of points evenly around a circle.
Each point is numbered starting with 0. Then for each point you multiply that point's index number by a factor F and use the Modulo operation to wrap the result.
Drawing a line from each point X to the result of X*F. You do this for each point around the circle.
Procedural meshes drawn straight to Unity graphics for performance.