Procedural City Generation [Honours Project]
This procedural city generator was built for my Honours project, using Unreal Engine 5.7 and its new PCG framework, along with Diversion for source control.
The generator creates unique cities, with procedural geometry using a mix of techniques.
Excana
The game was built using Unreal Engine 5 with Perforce as our source control. We also used Jira to track responsibilities, progress and bugs.
It is a horde, dungeon crawler game created for my 3rd year of university. The game was created in a team of eight, I was one of two programmers.
My main role was to program the enemies, as well as the arena functionality, although I also helped in other aspects of the game.
Much of my work was built using UE5's Blueprint system to allow rapid prototyping, however, I spent time over the following summer converting most of this to C++.
Happy Hooligans
Happy Hooligans was made in Unity, with Github for Global Game Jam, a 48 Hour game jam. The team was made up of seven person team and I was one of two programmers.
The player must find the wanted hooligans and remove them from the park.
SFML Networked Tank Game
A multiplayer, top-down shooter, made using SFML, made as part of my 4th year coursework. The focus of this project was to improve my understanding of networking as part of my coursework.
The program allows for multiple clients to connect on the same device, and has various forms of latency mitigation.
DirectX 11 Scene
This scene was created as part of my 3rd year coursework at Abertay. It was made using DirectX 11, and showcases a variety of rendering techniques, and allows adjustments to the scene in real time, using an imGui interface. Download on Itch.io
Features:
Vertex Manipulation Using a Height Map
Water Waves Using Vertex Manipulation and Tessellation
Normal Calculations
Directional, Spot & Point Lights
Specular Lighting
Depth Map Shadows
Bloom Using Compute Shaders
Model Loading
Two In The Chamber
Two In The Chamber, was a 2nd year university project, built for PS5 using Abertay's in-house Skateboard engine, by a team of three.
My main responsibilities during development were: enemy programming, model loading, audio and haptic feedback. However, the work for the game was evenly split, with team members working on all aspects of the game.
UE5 Grappling Hook
This was my first project using Unreal Engine 5, built as part of my 3rd year coursework.
This mechanic was prototyped using UE5's Blueprint system, before converting to C++.
Survive The Woods
This was my first game made using SFML, made as part of my first year University coursework.