2020 - 2021

 

3D Computer Graphics

This project created a 3D world which consisted of various static and procedurally animated rigid objects. The main goal was to use Vectors, Matrices and Cartesian coordinates to move a car along a track.

 
 

The images above show the translation of the car as it moves around the track as well as some other animated objects such as clouds, trees and billboards.

 

Data Structures & Algorithms

This project was completed in SFML which is a library that provides a simple application programming interface to various multimedia components in computers.

 
 

The style of the game was to create a bullet hell where mass amounts of enemies would be on the screen at any point, all following a different set path that the player would have to try and avoid or shoot. The game wasn’t finished as I had planned to implement a Main Menu screen as well as an end screen which would display the player’s score. Some other plans I had were adding music as well as pickups which would affect the player in either negative or positive ways such as slower movement or change bullets shot from 3 to 6.

 

Digital Games Content

This project was split into 2 parts; the first part was to create prop objects within 3DS Max, and the second part was to create an animation within 3DS Max.

 
 

The objects I decided to create were a Spear, Lantern, War Hammer, and Dagger all in a fantasy style. These were done in 3DS Max and were later textured using UV mapping with various free texture models.

 

The second part of the project was to create an animated cutscene within 3DS Max where I decided on a slow-motion Basketball dunk. This was when I was introduced to applying rigs to animate objects.

 

Game Physics & AI

The first part of this project was to demonstrate Physics within Unreal Engine 4 and the second part was to demonstrate AI.

 
 

For the AI I went with 2 levels where an AI NPC would randomly roam in an area and would then start chasing the player if in sight. The player could then lose sight of the AI for a set amount of time and the AI would stop pursuing the player. For the physics level I decided on a “Angry Birds“ style game where the player can adjust the amount of force, as well as having three types of collidable objects with different masses.

 

Software Engineering for Games

This is a group project game based on “Relic Hunters” which involved 5 team members. The game was a 2D action game with two levels and the player would have to beat a certain number of enemies to progress. The group roles were Character Developer, 2 Enemy and Collectable Developers, Level Developer, and Core developer. My role within the group was Level Developer.

 
 
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2021 - 2022

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2019 - 2020