Here is a list of basically every project I’ve taken the time to document somewhat on this site. Includes personal projects, collaborative efforts and uni work.
Quiver is a cross-platform pseudo-3d game engine I’m writing in my spare time in C++. It grew out of the Box2D raycasting experiment I wrote about here and here and has become quite a fruitful learning project. You can check out the source code at the GitHub repository.
Interstellar Soirée (Global Game Jam 2016)
Space diplomacy. Jam theme: ‘Ritual’. Made with Dziek Dyes-Bolt (programmer), Tone Persson, Callum Fowler (artists), Chris D’Arcy (audio).
Nomad (unfinished prototype) (2015)
Space exploration with an unconventional movement system.
Flappy Word (October - December 2015)
Typing-based Flappy Bird clone
- Unity using C#
- Platforms: Windows, Web, Mac, Linux(?)
- Download/Play on itch.io
- Blog posts tagged ‘Flappy Word’
- Full source
AMPS (January - August 2015)
Neon musical platformer in which objects in the world move to the beat of the music.
- 3rd year group project gone big. The full story is too long to recite here.
- 8 months of development
- 7 team members: 3 programmers, 2 sound designers, 1 level designer, 1 artist
- Contributed to engine, gameplay and audio-handling code; implemented synchronisation of game objects with the music, which can be sped up and slowed down; managed the audio asset pipeline.
- Demoed to the public for 4 days at our own booth at the Dare Indie Showcase.
- C++, Sony’s PhyreEngine
- Platforms: Windows (requires DirectX 11), PS4
- Visit the itch.io page for more information and to download.
Spirit Shift (August 2014)
Endless runner with world-shifting mechanic.
- A team effort made in 72 hours for Ludum Dare 30 (theme: Connected Worlds). Connor Halford and myself took the role of programmers while Tobias Cook and Cameron Moore made the art.
- Engine: Game Maker
- Platform: Windows
- Ludum Dare page
- itch.io page
- DirectX 11, C++
- Part 1 of my Graphics Programming with Shaders coursework (Download)
- Water plane is tessellated. Waves formed by manipulating vertices in the domain shader. Normal map used to add some noisiness to the surface.
- Water reflects the skybox cubemap
- Bonus: full-screen pixelation effect (the easiest full-screen effect to write!)
Compute Shader Voxel Space (2014)
More deets in the video description. Also this.
- DirectX 11, C++
- Part 2 of my Graphics Programming with Shaders coursework (Download)
- Compute shader port of the ‘voxel space’ rendering algorithm implementation on display at Simulation Corner
Procedural Walker (2015)
More notes in the video description.
- Autodesk Maya. Plugin written using the C++ API, which I learned by myself because it wasn’t covered in the module. A sprinkling of Python and MEL.
- Made for the Scripting and Dynamics coursework
Leg Auto-Rigger (2014)
- Autodesk Maya. Python script.
- Chose to build this for my Tech Art coursework
- Demo video