Benjamin Drury
Gameplay, Systems & Tools Programmer, Generalist
Unity | UE4 | VR
Runaway Mage (unreleased)
Single-player VR gardening experience to help with anxiety and mental illness
UE4 Quest VR
Lead Programmer Contractor
Companion AI, Gardening Mechanics
Platform optimisation
Generalist
A problem-solving puzzle game where you create sequenced paths to guide data-carrying robots.
Unity PC
Solo Project
Programming
Game Design
Art
An interactive VR walk-through platform for architectural firms and clients.
UE4 Quest VR
Lead Programmer/Developer
Gameplay, Tools, and UI programming
Platform optimisation
Technical documentation
An educational app for hands on teaching of accredited first-aid in VR.
Unity Tethered-VR
Programmer/Developer
Gameplay, Tools, and UI programming
Performance optimisation
Technical documentation
Conway's Game of Life
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
Twin Stick Shooter
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.
Slime Mould Simulation
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.
Times Table Visualisation
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.