While working for Nequinox studios I Participated in a week long game jam as part of a two person team, developing a multiplayer deathmatch prototype where players could strategically dismember opponents during combat, reducing their available actions based on remaining limbs.
Developed all core gameplay logic
Developed a Fallout V.A.T.S.-inspired targeting system that highlights and prioritises enemy limbs during melee combat
Implemented a modular delimbing component that dynamically removes player limbs based on damage taken
Built multiplayer networking with online replication to support multiplayer gameplay
Created both melee and ranged weapon systems with consistent combat logic
Programmed core character movement and damage systems, integrating limb-based gameplay mechanics
At Poly Fruit Studios, I participated in a week long game jam focused on team collaboration and rapid prototyping. I worked in a team of five as one of two programmers, and our game placed second for “Best Game.” The concept involved completing a shopping list while being stalked by a serial killer who could disrupt gameplay through jump scares, environmental interaction, and attempts to kill the player.
Implemented an ability system using the factory pattern for scalable and modular gameplay mechanics
Developed procedural/random map generation to create varied gameplay experiences each run
Programmed core player and AI systems, including enemy behaviour and interaction logic
Built animation systems to support player actions and dynamic in-game events
Collaborated closely within a small programming team to rapidly prototype and iterate within a one week deadline