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Games

Below is a list of game demos and concepts that I've worked on over the years. I've worked on many genres of games on many different engines, ranging from basic RPG battle scenes coded from scratch in python, to racing games in unreal, to platformers in custom engines using C++.

As I advance as a programmer and create new projects, as well as continue to develop old projects, my body of will constantly, and hopefully consistently, expand.

01

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Balloon Fight Clone

Balloon Fight is a platformer I developed as a unity clone of the old arcade game of the same name. It was my first real attempt to create a functioning game in the Unity engine, but in spite of this, I'm proud to showcase this project as an example of my work.

The game features five small levels with three different enemy types, and slightly edited sprite work and sound effects from the original game. The player has two different sets of animations, one for when they have one balloon and another for when they have two balloons.

 

When selecting solo, the player advances through the five levels with the goal of defeating all the level's enemies, which can be helped through the use of an extra life pickup that appears once in each level.

 

In versus, two players, one playing with WASD and the other playing with IJKL, compete against each other, trying to pop the balloons of the other. The first person to die five times loses.

Example of Enemy Inheritance

02

Unknown Abyss

Unknown Abyss was the working title given to my capstone project in the Game Programming program that I was enrolled in at Humber college. The project was a group effort between three other students and myself in which we all had certain segments of code in which we were personally responsible. My segments were the behavior and function of the player's paddle, as well as creating and importing a C++ DLL into the project.

 

The idea behind the game came when we were spitballing some of what we thought were the strangest genre combinations that could feasibly exist, and so we came to "RPG Pong", wherein everything in a standard RPG game was replaced by some form of simplistic arcade game, ie; Pong replaces fighting, Tetris replaces lockpicking, etc.

The current demo version of the game includes a map where the player walks around and encounters set enemies, of which there are one normal and one boss type. The player gets a role on a loot table after defeating an enemy which can be either a new special move or a boost to one of their stats. The player's three stats are Speed(paddle movement and rotation speed), Aggressiveness(increasing the highest speed the ball can achieve), and Specialness(boosting the player's special ability bar's regeneration speed).

While most of the game was handled using C# scripts, my group and I decided we wanted to try and use external plugins for handling the player's stats. This led to me creating a C++ program and exporting the DLL file to our Unity project. The actual code within the C++ project only really consists of a .h and .cpp for creating the framework of a plugin and a .cpp handling the getting and setting of the three stats, but regardless of its simplicity, it was always meant more as a proof of concept that we could learn to create external plugins and I am proud to have done so and shared what I learned with my groupmates.

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Example of Importing
C++ DLL to Unity

03

Unreal Endless Runner

This endless runner game was my first creation in unreal and was made entirely using Unreal's blueprints. While I have dabbled in C++ coding for Unreal, for small projects like this demo or other simple tasks I've found that I prefer blueprints. 

This endless runner is everything its title claims and nothing more. The platforms in front of the player endlessly and randomly generate as the player runs throughout the level. On these platforms exist both coins to collect and rocks to avoid. The player can move side to side with A and D, jump to avoid the rocks with space, and can use Q and E to turn at corners

04

Unreal Night City Shooter

This third person shooter was my second attempt at creating a game in Unreal Engine 4. I wanted to expeirment with creating a scene, messing with the lighting, and having enemies with working pathfinding and enemy detection skills. While I suceeded in all my technical goals for the project, I wouldn't exactly consider it fun to play.

The objective to to move your character throughout the city level and collect five golden glowing vials. In order to find the vials, you have to explore everwhere, including the streets, the park, and inside buildings. Despite the darkness, the player character has the aid of his flashlight and laser rifle to both find thier way and combat the roaming enemies that infest the map.

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