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Projects

Responsibilities

  • Completely individual project

    • Responsible for all programming and decision making​

Tools Used

  • C++

  • Javascript

  • v8 libraries

  • SFML libraries

  • ZeroMQ libraries

2D C++ Game Engine

  • Trailer

Description

Over the course of the Fall 2022 semester I created my own 2D game engine in C++ within a Game Engines course at NC State University. We used SFML libraries for rendering sprites and creating game windows and v8 libraries forimplementing scripting via javascript.

Within my engine I implemented a generic component system where developers could create their own components to be added to gameobjects and define behaviors to be run each frame. I also have a timeline system within my engine that allows for behaviors to base themselves on real time and alter the gametime at any point. The engine also supports networked multiplayer, where developers can decide what data for each component to send and sync over the network.

Using my engine I implemented a basic 2D platformer as well as a basic top down shooter, recordings of both can be seen on the left, as well as footage of multiplayer gameplay using the engine.

Game Engine
Screenshot 2022-11-02 14-56-38.png

Responsibilities

  • Game design and planning

  • Leading all Programming

  • Implementation of assets

Squirrel Drop

  • download

Description

Squirrel Drop is a game I worked on in a team of 5 for the VGDC Fall 2022 game jam. The game is a 1v1 Speedrunning game where you control a flying squirrel and have to glide and dive around obstacles to reach the free soda at the Golden Dragon restaurant before your opponent. This is my first completed 2D game project and I really enjoyed working within a diverse team of pixel artists, programmers, and musicians.

Tools Used

  • Unity 2D

  • Github

Cyberpunk Regress

  • download
  • Trailer

Description

Cyberpunk Regress is a game myself and a partner created for a course at NCSU over the span of a few weeks. The assigned genre for this was tower defense and the theme was "steampunk and sci-fi". You play as someone defending a coal mining facility from waves of robots. Inspired by games like Sanctum 2, this game is both a first person shooter and a tower defense game, blending the genres by allowing the player to fight alongside their towers.

This was my first experience creating a complete game in Unreal Engine, and I found it was a great introduction as we extensively utilized a wide array of Unreal Engine's features such as Artificial Intelligence, User Interface Widgets, and even new Unreal 5 features such as Nanite and Lumen.

Responsibilities

  • Design and Planning

  • Programming

    • Tower behaviors​

    • Inventory system

    • Trading system and UI

    • General Debugging

  • Integration of assets

Tools Used

  • Unreal Engine 5

  • Github

Responsibilities

  • Game design and planning

  • Gameplay and systems programming

Cosmic Deadlines

  • download
  • Gameplay video

Description

Cosmic Deadlines is a game myself and a partner created for a course at NCSU. The assigned genre for this was endless runner and the theme was "time travel". You play as a time traveling entity visiting different places in time to retrieve artifacts that don't belong there. This game was my first exercise in procedural generation and I found thinking of ways to make the generated levels feel unique and fun was an interesting challenge. The game features three different places in time, each with unique forms of level generation.

Tools Used

  • Unity 3D

  • Github

Nekomancer

  • download
  • LinkedIn
  • Gameplay footage

Description

Made in two days for the Red Storm <3 VGDC at NCSU game jam, Nekomancer is a 3D platformer about playing as a zombie cat who can transform by crafting different potions with collectable ingredients. While the project ended up rather unpolished, it was a really great experience to take part in the short game jam with friends and employees at Red Storm.

Responsibilities

  • Programming

    • Character Controller​s

  • Source control management

  • Integration of animations

Tools Used

  • Unity 3D

  • Blender​

Responsibilities

  • Level design and modeling

  • Overall programming and implementation

Elemental Pinball

  • download
  • Gameplay video

Description

Elemental Pinball is a game myself and a partner created for Computational Visual Narrative, a course where students are assigned four games to compete accross the semester, giving us three to four weeks to complete each game. The assigned genre for this was pinball or pachinko and the theme being "yin-yang". We ended up creating a pinball game with a large and diverse playing field and abilities that let you build around the map as you play, giving the player more to do than just use the bumpers.

Tools Used

  • Unity 3D

    • Universal Render Pipeline​

  • Github

  • Blender

Virtual Reality Development for Pearson Education

Description

Starting in the summer of 2022 I have been working with Pearson Education to explore applications of virtual reality content for education. In doing so I have helped deliver multiple proof of concept VR applications. My work with Pearson has included implementing online multiplayer using Photon PUN, cross platform support between Oculus Quest and desktop VR applications, ReadyPlayerMe Avatar integration with inverse kinematics and customizability, Meta avatar integration, speech recognition conversation demos, and more across both Unity Engine and Unreal Engine. At present we have been using OpenAI to create NPC characters with speech to text and text to speech, allowing players to have dynamic conversations within linear missions as well as the open world where they can interact with both NPCs and other players.

Responsibilities

  • Leading programming and implementation

  • Build publishing and distribution

  • Game design

  • Exploration and documentation of technologies

  • Github management and playtest facilitation

Tools Used

  • Unity Engine

  • Unreal Engine

  • Oculus/Meta App Lab

  • Oculus/Meta Developer Hub

  • OpenAI

  • ReadyPlayerMe Avatar Unity SDK

Pearson

Responsibilities

  • Bug fixing

  • Code Inspections

  • 3D modeling

  • Feature Implementation

  • Playtesting

  • Feedback collection and response

Tools Used

Biotech Lab Sim

  • Link

Description

Over summer 2022 I participated in a research project at North Carolina State University where I helped to fix and improve an existing virtual biotech lab simulation. This simulation was created with Javascript and Three.JS and runs in web browsers, intended to be used for students who are remote and do not have access to an in person lab, or as an application for students to familiarize themselves with lab equipment in before trying it in real life. The simulation has the student perform a cell subculture experiment. My work on this project included some 3D modeling of lab equipment using Blender as well as an in person round of testing where we took notes on the students' experiences and made improvements based on them. Later in the summer we also began developing a virtual reality version of the lab using Unity 3D.

  • Javascript

  • Three.JS

  • Blender

  • Unity 3D

    • XR Interaction toolkit and plugins​

Lab Sim

Gravity Goat

  • download

Description

Gravity Goat is a game that myself and two other students made for an introductory game design class. It is a puzzle platformer with a heavy emphasis on solving puzzles with physics, where the player can create gravity orbs that alter gravity in a radius around them. The game blends 2d sprites and artwork with 3d models and animations for a unique visual style.

Responsibilities

  • Design and planning

  • Project management

  • Gameplay programming

  • Implementation of art assets

Tools Used

  • Unity 3D with scripting in C#

    • Universal Render Pipeline​

    • Shadergraph

    • Probuilder

  • Blender​

Gravity Goat

Responsibilities

  • UI programming and design

  • Programming enemy shooting AI and physics

  • Game Design and planning

  • Level design and wave system programming

Galaga 3D

  • download

Description

Galaga 3D is a 3D reimagining of the classic arcade game Galaga made for the NCSU Video Game Development Club spring 2022 game jam. During this project I gained the experience of modifying and adding to an existing codebase as we recycled my team members' 3D reimagining of Asteroids into something new.

Tools Used

  • Unity 3D

  • GitKraken

Galaga 3D

FPS Knockout

  • download

Description

FPS Knockout is a split-screen multiplayer first person shooter game where the objective is to knock the other players out of the arena using multiple weapons in your arsenal. Inspired by games such as Quake and Super Smash Brothers, I set out to make a first person shooter that encourages freedom of movement and tactics and allow for a fun couch multiplayer experience. This personal project of mine was an excellent exercise in leading and carrying out a larger scale game project.

Responsibilities

  • Design and planning

  • Project management

  • All programming and implementation

  • All art integration and animation

  • Hosting rounds of playtesting for different stages in development

  • Gameplay Balancing based on feedback

Tools Used

  • Unity 3D

    • Probuilder

    • Extensive work with InputSystem

FPS Knockout

Responsibilities

  • Design and planning

  • All implementation and project management

Rear-View Shooter

  • download

Description

Rear-View Shooter is a simple first person shooter game about killing zombies using an unconventional weapon. The player's weapon is a gun that shoots backwards over their shoulder, with a mirror mounted on top to allow the player to see where they are shooting. This game was made for the Video Game Development Club fall 2021 game jam, where the main theme was "mirrors". This was my first fully completed game and my introduction into many aspects of game development.

Tools Used

  • Unity 3D

  • Blender

Bimblor's Adventure

  • Itch.io

Description

My first ever unity project and first original game project ever. A simple showcase of some spritework and animation combined with basic game mechanics and enemy AI. My team member did all the artwork while I used this project to practice implementation of simple mechanics and AI in unity.

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