A third-person MOBA featuring parkour for characters, vehicles which can hover, jets, ridable robot dinosaurs and epic boss battles. I was employed as a freelance consultant, programming various parts of the gameplay, such as aerobic character control, enemy and boss AI, vehicles, effects, sounds, etc.; and also tools for content creation, like a level editor or map randomizer.
Deformable surfaces, sand and water, using DX11 Compute Shaders. The physics are simulated through a Hooke-spring lattice, shared between both, just with different settings. The sand uses a custom Journey-inspired shader, the water a custom shader with only refraction, no reflection. The two interact together - the sand gets wet, with the wetness spreading through the sand, and slowly dries if not submerged.
Personal portfolio of Foxul implemented as a Forestry-CMS-powered static site, designed by Foxul.
Web-based genealogical data interactive visualization video.
A Journey-inspired game, made in two weeks as a game jam entry, which won 1st place in 7 categories. The player is thrown into a mysterious solar system with a broken heart at its center and has to help the surrounding planets by chatting with them and solving their puzzles.
A story-based puzzle-platformer, made in two weeks as a game jam entry, which won 1st place in 8 categories. The game is set in a post-apocalyptic world. The player has to solve puzzles to save his fellow miners and escape their infested planet.
Mobile application for participants during the competition, which enables them to check their personal schedule, set a timer during a debate, contact staff or scroll the map of the city with pins for places of interest; with every action within the app search-able. It features a custom PHP/MySQL login authentication system, which provides content data for everything in the app.
Word-finding mobile game with tonnes of content, in-app purchases and rewarded video ads. It features an automatic hint system, which suggests a letter from a possible word on the grid which hasn't been found using a text-based recursive path-finding algorithm. All the content lies within text files, as to the client's specification and ease of use, where rules can be specifies using a custom parser.
Single-player take on an infinite mobile pong game, redesign of the 'Pongish' prototype.
A zombie survival MMO game. I collaborated on finishing the alpha version of the game to help ensure the firm's funding. I was tasked with various assignments such as zombie AI / combat, guard patrol NPC AI, server and client optimization.
A surreal weekend project with experimental gameplay, based on empirical learning, without any text or voice tutorials. The game is set in a fictional school for private detectives, where the players have to prove their wit by completing various challenges.
Physics-based mobile puzzle game. The primary mechanic is slinging fluffy creatures using their tongues like rubber bands. All UI and UX is part of a single continuum in the design, without any hard transitions.
2D physics-simulated pseudo-metaballs 'random artist' algorithm, designed to generate abstract art with fairly high variance between executions of the algorithm with only a different seed.