Heavenfall
Engine: Unreal
Language: C++
Version Control: Perforce
Heavenfall is a first person spell combat game where you, as an awakened demon, are fighting your way through the heavens to demand answers from the god who sent you there. At the end of your journey, be prepared to engage in an epic fight with Jahun, the final boss.
My key responsibilities included:
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AI programming
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Enemy spawners
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Enemy wave managers
THE FOG
Engine: Unity
Language: C#
Version Control: Perforce
The Fog is an on-rails arcade shooter where the player navigates spooky environments, shooting down enemies and trying to defeat the King Zombie.
My key responsibilities included:
• Implementing the spawning system, stage system, and scoring system
• Integrating Cinemachine for dynamic camera movements and
programming AI behaviours
• Collaborating with a team, managing tasks with Trello, and handling version
control with Perforce
NEON PUNK CHAOS
Engine: Unreal
Language: Unreal Blueprints
Version Control: Perforce
Neon Punk Chaos is a fast-paced first-person shooter, made in 48 hours at the AIE Game Jam. In this game, you face off against attacking ninjas in vibrant rooms. As enemies are defeated, the environment becomes increasingly neon and colourful, intensifying the aesthetic experience. Players progress through sequential rooms, unlocking the next challenge upon clearing the current one.
My Key Responsibilities Included:
• Enemy AI
• Enemy spawning and death management
• Animations
• Other small including Niagara Effects and random coloured bullets
FEATHERED FEAST
Framework: Raylib
Language: C++
Version Control: Git
Feathered Feast sees the player flying through the sky, devouring burgers while evading crows, aiming to achieve the highest score by consuming as many burgers as possible. Some key features include:
• Implementing Dijkstra’s Algorithm for sophisticated AI pathfinding,
ensuring crows intelligently chase the player
• Developing decision trees for nuanced AI decision-making, allowing for
dynamic responses to player actions