Above are several of my most recent projects - click on them to find out more.
For my final year project, I created a futuristic racing game in Unreal Engine 4 with C++. The focus of the project was to explore fiscal reduction using procedural content generation and a dynamic difficulty which would impact said generation.
Players must race against the clock going from checkpoint to checkpoint. The race track is spawned in front of them, in accordance to the ability of the player which is analysed in real-time as they play the game.
This project was almost all my own work, including:
Download a build or see more of the game on itch.io.
The year is 1967 and you are a TV repair person. Get to work.
Tune in and repair as many televisions as you can against the clock. Earn bonus points for speedy and efficient work.
This jam evolved as a stylistic take on the common mini-game of opening or unlocking doors in RPGs or action titles. It received positive attention from both Rock Paper Shotgun and Softpedia.
My main work in the jam included:
Download a build or see more of the game on itch.io.
You are an evil robotic wolf stealing from equally insufferable robotic farmers.
For this jam I wanted to create a isometric patrol-based stealth game, where the aim is to collect all the sheep in the level while avoiding the farmers keen shotgun aim as they patrol the fields, riffing off the familiar trope of wolves taking sheep.
I experimented with a waypoint system and unreal engine's AI system for this jam, as well as the challenge of creating compelling stealth levels.
My main work in the jam included:
Download a build or see more of the game on itch.io.
Grab a friend and abduct animals with your UFO.
This jam focused on exploring local co-op functionality in UE4.
My main work in the jam included:
Download a build or see more of the game on itch.io.
Winning is futile, try to survive.
For this jam I wanted to combine the concept of horde mode from Gears of War with a retro pseudo-3D look from the original Doom. We wanted to focus on weapons that weren't hit-scan, including a flak-shotgun and (very large) laser. Waves of hand-animated enemies spawn in increasing amounts while the player fends for as long as they can.
My main work in the jam included:
More of our projects can be found at supercore.itch.io.
SUPERCORE are a loose collective of video game developers that I helped create with a group of friends. Various members come together for informal projects that have tended to be for game jams, often for the purpose of furthering our expertise in making games. Our first few games were created in Unity, after which we transitioned to UE4.