Engine: Unreal 5 (Blueprints)
Project: Mechanical Fury
The player controller was designed and programmed entirely by me. The player is able to:
Double Jump
Dash
Grapple
Slide
Kick
Wallrun
Mantle
Stomp
Shoot
and a bunch of emergent mechanics that came from this like Ziplining, Bullet Kicking, Grapple Kicking, etc.
Engine: Unity
Project: Kickback (Original)
The multiplayer of Kickback included multiple game modes (CTF, Deathmatch, Team Deathmatch), Scoreboards, a virtual chatbox with moderation, Bots that texted when killed, and a couple of physics based traps!
Engine: Unity
Project: Criminal Cleaners and Chasers Co.
The Game Designer was able to press a single button to generate a city with its own traffic density. Optimizations include Multithreaded city generation, Object Pooling, aggressive Occlusion Culling, and a LOD based Tick/Update.
This was made before Unity made ECS available to everyone.
Tech: C++ | SDL
A simple 2D Renderer that I made while learning SDL as a way to understand how Unity works. In the Youtube video I call it ECS but its actually a System of Entities and Components which is a classic Greenland Iceland case if you ask me lmao
Engine Unreal 5 (Blueprints + UMG)
Project Mechanical Fury
The player collects a phone in Mechanical Fury that has the following features:
Camera/QR Scanner + Media Library (The photos are saved in Documents/Mechanical Fury/Photo Library)
Calling: The player is able to call NPCs in the game as well as request services like a friendly drone!
Texting: The player is able to send and recieve texts from other NPCs (including spam!)
Secret Tracker: A simple radar that tells you how far a secret is
Settings: Lets you change your ringtone, wallpaper, and phone model
Rockbear: The player is able to play a guitar hero style game on their phone that plays the music of the game
There are also two menus that let you read lore descriptions about the secrets the player finds.
Engine: Unity
Project: Kickback2D
To make the lobbies feel alive, the game had a bunch of bots that ran around and shot at each other/the player. The bots also had an aggression slider which decided whether they want to chase their target aggressively or run for pickups when they are low on health, creating a bit of strategy to them.
The pathfinding generated nodes on all walkable surfaces and connected them. The bots then queried the path and did a Depth First Search to find to reach the target. It was also able to account for moving platforms but the bots were imprecise enough that they could stumble and fall off sometimes
Tech: C++ | Windows
This is a small engine that could be used to create 2D graphics within the command prompt. It used graphics concepts like Double Bufferring, and Multithreaded drawing, as well as engine concepts like ECS and Coroutines (using multithreading)
Tech: C++ | SDL | OpenGL
Similar to the SDL Engine, this was made while I was learning to use OpenGL, as well as wrap my head around some project management concepts. It implemented things like Phong Lighting, Mesh and Texture Loading, I livestreamed every bit of code which was fun. I stopped working on this when I got a job at Ubisoft.