My name is Leon Maclean. I am a 3rd Year Student studying Games Design and Production at Abertay University. My main areas of expertise are Programming and UI/UX Design. This site is a document of all projects I have worked on since enrolling in Abertay.
NOTE!! This site is still unfinished! I am still filling out information on some of my earlier projects
Contrary Motion is a couch co-op action/puzzle game developed in Unreal Engine 5, where two Players are given seperate Push and Pulling abilities, allowing them to manipulate objects around the level, and each other.
My roles in the development of this game were as a Programmer and UX Designer, and a little bit of UI design. My personal goal for this project was to develop the UX as much as possible to make the game stand out against other projects in the year. This was my first time developing in UE5.
My Biggest Accomplishments: Developing a fully custom character controller using the Collide and Slide algorithm (https://www.youtube.com/watch?v=YR6Q7dUz2uk) for snappy, responsive movement, and the extensive Camera and UI Programming employed to make the experience pop.
The 3rd year UX module in Abertay required us to name a UX Goal, and design a game prototype around the goal. My goal was "To make Players enjoy building up and maintaining speed" with the elevator pitch of "Crazy Taxi meets Sonic Adventure 2". By taking influence from positive (and negative) examples of games which intend to provide a similar Player Experience, I developed this prototype on top of my Mario Momentum project.
This prototype requires the Player to run through Hoops which randomly spawn around the map, gaining a time-bonus based on how long they took to make it there. You build speed by running down slopes, and can pick up randomly spawning timed-upgrades around the map, such as levitation and stopping time.
My Biggest Accomplishments: Clear, functional UI and UX design that ensures the Player has necessary information at all times, whilst keeping a feel of blistering speed.
Links to the Playable Build and Unity Project in the comments section of the video.
NOTE: I do not own or claim ANY of the copyrighted material present in this project.
Developed in Unity, Mario Momentum was my attempt at recreating the dynamic, flowing Movement system of Super Mario 64 in a modern context as a way to practice developing Player Controls in 3D. Though my previous project, Hoarfrost, was my first 3D game developed, I was completely new to 3D development for that project and thus, didn't develop the movement system as much as I had wished.
Mario Momentum features the full set of locomotive moves from Super Mario 64, but with a stronger focus on momentum preservation more akin to the Sonic Games. The project features slope momentum, allowing Mario to gain speed running down inclines, and hold that increased speed through chaining jumps and dives.
I created a trailer for this project, as well as an educational video to show how I constructed the movement and camera systems. Along with the educational video, I released a copy of the Unity Project itself for anybody curious who wants to mess around with it.
My Biggest Accomplishments: The dynamism and flow present in the movement, and the QOL features for the Camera such as auto-turning around corners.
Developed in Unity, Hoarfrost is a 3D boomer-shooter inspired by DooM. It features a risk/reward system in where you collect Canisters which can either be used to heal you, or to give your weapons unique firing modes. This was my first time working with a team of people on a game.
This was my first time developing in 3D. It was difficult for me to wrap my head around at first but I learned a lot. My biggest achievement working on this project was the weapon system.
My Biggest Accomplishment: Designing a weapon system which allowed me to create 3 unique firing guns, all with Alt-Fire modes (and a melee weapon) using only a single script to handle Weapon Logic, and another for Weapon Stats.
Developed in Unity, Scrolio Bros was an inside-joke Street Fighter-styled fighting game conceived between me and my friends, where I was creating exaggerated-caricatures of my friends to pit it out in battle. Though only one character was ever created, I made a full range of high-quality sprite art and animations for their various moves.
My Biggest Accomplishment: Creating a robust AI controller for the other Player. using DnD-style skill checks with a RNG based on the AIs internal stats, I could freely control how aggressive the AI is, how likely it is to keep a short, medium, or long range, how likely to block, and the likeliness of which Attacks they will use at those distances.
If I were to continue development, this would have made it extremely easy to make the AI for each character feel distinctly unique in behaviour, as well as create multiple difficulty modes with ease. I got loads of joy from watching 2 of my AI controlled Players fight eachother, and as my first proper foray into AI development, it was very ambitious.
This was my first tim programming a game. RISE is a 2d platformer/action game developed in Unity where randomly/generated item pickups will give you stat boosts such as Attack Power, Health Upgrades and Jump Height increases. The map is split in half into platforming and action sections, converging at the top of the map in the shape of a triangle.
Though incredibly flawed, this project showed my eagerness to learn from nothing, and the simple sprite-art is visually coherent.