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.
Unity category has 23 items:
Procedural large-scale planet generation with tree-based LOD optimization and streaming.
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.
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.
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.
2D soccer controls UX prototype made for NOWWA.
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 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 2D action platformer prototype developed in a couple days by me and Callum Tweedie-Walker, meant as an experiment to build upon the Udders character, first developed in 3D for a Ludum Dare game jam. The prototype features a robust rigidbody character controller with two-way environment interaction, enabling physics-based platforming and puzzles, a full-body skeletal animation, and a thematically-accurate milk simulation.
2D puzzle-platformer set around manipulating gravity. My task was to overhaul and polish the character controller physics.
A quick-to-play mobile infinite-scroller game prototype, where the player collects fuel to keep flying, doubling as their score, while dodging enemy spaceships.
A quick-to-play mobile infinite whack-a-mole game prototype, where the player puts red robbers behind bars to gain score, while letting civilians go free.
Fast-paced 'Simon says' game released on Android.
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.
A tiny prototype of an owl-jumping gameplay mechanic.
A small detective-game prototype Ludum Dare entry, mainly experimenting with 3D UX.
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 top-down shooter game, made in two weeks as a game jam entry. The player can choose between two classes, the mage or the archer and they can both be upgraded with various spells or power-ups. The waves of enemies are procedurally generated and gradually increase in difficulty.
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.
Ludum Dare entry for the theme 'minimalism'. The puzzle platformer features very few mechanics, namely left-right movement, jumping, ladders and switches, to create tightly-packed challenges. As a riff on the minimalism theme, some levels design are re-used with slight tweaks, such as controlling two characters at once, or having the characters move in opposite directions.
A 2.5D steampunk puzzle game, made in two weeks as a game jam entry. The game includes two unique stages, one where the player has to control a submarine and navigate through fallen underwater debris and mines; and one where the player controls a robot to solve various puzzle-platforming challenges.
2D puzzle-platformer with focus on user-created content. Player can create new levels either by drawing them as PNG images and loading either locally or from a URL, or using the built-in editor.