An in-progress header-only C++ Entity Component System library, originally designed for use with Raylib, but migrated to a more general version for my own use.
Developed in combination of C# and XML, Immersive-ish Research was designed as a complete overhaul of the original game's research mechanic, adding a new level of immersion and difficulty to the game.
A proof of concept VR game set within a context of being a new Museum attraction.
For my MSc Comp Sci & AI thesis, I designed and developed a Neuroevolution program that could train and test agents for the game Hearthstone, with multiple designed agent opponents.
A Rimworld mod inspired by the Invention skill from Runescape, which centers around deconstructing items into arbitrary parts that can later be recombined to produce special effects.
Vitriolic was developed in my final year group project module, where myself and 10 other students from both the Computer Games Programming and Computer Games Modelling and Animation courses, designed and developed the game completely from scratch.
Developed both as a learning experience and as an extendable crafting system that I can then adapt into future projects.
For my BSc dissertation, I developed a Genetic Algorithm with the ability to generate valid and competent decks for the game Hearthstone.
An in-progress header-only C++ Entity Component System library, originally designed for use with Raylib, but migrated to a more general version for my own use.
Developed in combination of C# and XML, Immersive-ish Research was designed as a complete overhaul of the original game's research mechanic, adding a new level of immersion and difficulty to the game.
A proof of concept VR game set within a context of being a new Museum attraction.
A text-based game about convincing customers to buy things using Natural Language Processing for immersive input and gameplay.
For my MSc Comp Sci & AI thesis, I designed and developed a Neuroevolution program that could train and test agents for the game Hearthstone, with multiple designed agent opponents.
A Rimworld mod inspired by the Invention skill from Runescape, which centers around deconstructing items into arbitrary parts that can later be recombined to produce special effects.
10 Second Dungeon is an FPS Arcade, ‘Semi-Roguelite’ game made within 5 days. The game was developed in UE4 4.18, with a mixture of C++ and Blueprint.
A set of pathfinding and physics implementations demonstrated inside of a small proof-of-concept game, made within Unity.
Vitriolic was developed in my final year group project module, where myself and 10 other students from both the Computer Games Programming and Computer Games Modelling and Animation courses, designed and developed the game completely from scratch.