An independently created implementation of the Wave Function
							Collapse algorithm to generate a 3d city-like level. Made in
							Untiy, I implemented a grid-based tiled model with the
							algorithm consisting of cell selection through entropy
							evaluation, cell collapse through weighting, and propagation
							via arc consistency.
							
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							An ocean storm shaders diorama made in Unity with the
							Universal Render Pipeline. I implemented the
							trochoidal/gerstner algorithm for the waves, with
							multiple other features in shader graph to produce a
							realistic water visual. There are also accompanying
							effects created with HLSL and the VFX graph to create
							the ocean storm diorama.
							
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							An online multiplayer tag game where players use a
							range of abilities to remain untagged and gain points.
							A team Unity project, my role was primarily focused on 
							the multiplayer functionality and its influence on 
							gameplay, for which I used Photon's Fusion SDK.
							
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							AI Agents - Predator & Prey
						
						
						
							An AI simulation of predator & prey evolution in a
							closed ecosystem. The rabbits and foxes follow a
							behaviour tree while wolves show more realistic
							characteristics through goal oriented action planning.
							Surviving animals at the end of each day and night cycle 
							have decendents which are influenced by a genetics 
							algorithm, adapting traits and increaseing that species 
							overall survivability.
							
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							A Virtual Reality game where the player takes on the 
							role of a firefighter, working through a burning 
							building by extinguishing fires with antitheatrical
							techniques. With optimization being a key factor for VR
							projects, features such as fire spreading and the charcoal 
							effect on burnt items were simple but effective.
							
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							A dungeon generator tool utilising recursive backtracking.
							During generation, the program goes through each cell,
							placing a room until it has reached a dead end. Then,
							it will backtrack through the stack untill a valid move
							is available. Each floor has a start and end room, which
							leads into the layer above or below where the algorithm
							continues.
							
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							A voxel terrain generator created in Unreal Engine 4
							with C++. Combines multiple instances of noise maps to
							allow for the creation of a wide variety of landscape
							patterns according to user input. The generator
							dynamically constructs and renders the terrain mesh
							in chunks, for which I have implemented mesh
							simplification and edge smoothing techniques to allow
							for faster generation with seamless chunk borders.
							
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							A tree generator utilizing fractal recursion, created
							in Unreal Engine 4 with C++. Dynamically generates a
							fractal based structure with user customizable
							parameters such as recursion depth, number of branches
							per iteration level, branch rotation randomness and
							branching probability. Branch height, radius, and 
							subsequent iteration dimension factoring can also be
							modified to create a diverse range of results,
							tailored to the users requirements.
							
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							A dungeon level whitebox created in Unreal Engine 4.
							Uses a mixture of C++ and blueprints to create a
							variety of puzzles, traps and other features.
							Incorporates game design techniques to improve pacing
							and subtly help guide the player through the dungeon.
							The level's content and flow is inspired by The Elder
							Scrolls 5: Skyrim, with the aesthetic and atmosphere
							being inspired by Resident Evil Village.
							
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							A work in progress project, implementing AI enemies
							/ guards for a stealth based level.
							
Temporary image sourced externally. 
							
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							^^^^^^ is a homage to the retro game vvvvvv. Made in 
							C++ with no game engine, a self-made framework and 
							the SDL library. As such, I also produced manager 
							classes for animation, audio and level/scene changing
							so that all necessary game features were present.
							
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							A model renderer made in C++ using OpenGL, GLM, Glad, 
							GLFW and Dear IMGUI. The program reads through object,
							material and tga files to correctly draw the model, which
							the user can then adjust through its transform
							properties accessible within the GUI. The user can also
							customise the viewable scene with the grid lines,
							background and skybox.
							
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