Game Projects

Global Game Jam 2018 Entry – Baku No Tappu

Developed in Unreal Engine 4 and for my second 48-hour Global Game Jam entry, this years theme; ‘Transmission’. Baku No Tappu is defensive strategy game where your only defense against an advancing army is transmitting airstrike coordinates via international Morse code.

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Baku No Tappu was a great project to work on and I am impressed by the quality of game the team were able to deliver. I feel that the increasing pressure of oncoming attack coupled with the with the learning curve of identifying patterns within the code provides repeated plays with a satisfying sense of improvement.

Completing a finished project in under 48 hours provides such a confidence boost and is a great way to vent spontaneous creativity. This project has shown me I can pick up a new engine and be able to create games fast within 6 months of beginning.

I was also able to port a special arcade version for our  in-studio Hyperspin machine which often accompanies touring members of Falmouth Games Academy around the UK.

Can you survive the waves long enough to hear the music reach it’s dramatic conclusion?

Download from my itch.io by clicking here, or the link below:

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Watch some gameplay and learn about morse code below:

Working on Apex (2017)

Apex is a survival simulation game set in the Botswanian savannah that sees the player controlling a Leopard as they attempt to hunt a range of varied prey and avoid packs of hungry Hyena and the increasing presence of humanity.2018-03-09_04-00-27.gif

Developed for PC in Unity Engine over a seven-month development cycle, this project allowed me to improve on what I had learnt working on Bloodsport taking on new development challenges in a whole new team of ten person team with another programmer, an animator, four artists, two designers and a sound designer. Apex was a great opportunity for me to learn how to design, implement and maintain more complex AI using behaviour trees.

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My primary responsibilities on this project were:

  • Create and iterate on a first person character controller
  • Devise and utilise a visual design structure for designing reactive behaviour trees
  • Develop and maintain a custom behaviour tree framework
  • Design implement and iterate on four different animals with unique behaviours
  • Create a visual extension for Unity to visualise and debug AI agents
  • Work with all disciplines to implement and maintain assets in engine
  • Lead and track work hours and project progress as scrum master

Taking on the creation of multiple animal AI structured in a behaviour tree framework allowed me to learn how to program more efficiently within it’s patterns to create dynamic behaviors for Springbok, Hyena, Meerkats and fellow Leopards.

Using a devised visual design structure I was able to create ‘living’ behaviour plans for each animal that simplified the transition from concept to implementation as branch designs were iterated on.

Overall, Apex was an ambitious project that gave me loads of room for professional development and the opportunity to work alongside another team of diversely talented people.

Global Game Jam 2017 Entry – Miss Irilou

chrome_2018-03-09_09-36-32Made in Unity in under 48 hours, Miss Irlou is surf and shoot game for pc entered for Global Game Jam 2017 under the theme of ‘Waves’.

 

Take control of Miss Irlou, a fireball launching Egyptian surf queen as she cruises a giant wave avoiding sharks and hostile surfers.

My first attempt at a game jam was an exciting experience, it was a great opportunity to push my rapid prototyping skills and ability create something fun in such a short amount of time.

Featuring a multiplayer point race and a 8-bit rendition of the song surf rock classic the game’s name draws inspiration from, give the game a go by clicking here or the link below.


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Alternatively; check out some gameplay here:

Working On Bloodsport (2016)

Bloodsport is a third-person single player arena combat game built in Unity for PC. Players take up weapons and magical abilities to fight combatants in a variety of levitating arenas. Pleasing the crowd and defeating foes grants gold to upgrade weapons and abilities.

Working in Unity as part of an eleven person team over a four-month development cycle, Bloodsport gave me a great opportunity to learn about the programming and broader game development challenges larger projects face by applying what I had learnt about incremental development using agile.

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My responsibilities and contribution to this project were:

  • Creating and iterating on a third-person character controller
  • Implementing functionality for a range of different player spells and abilities, environmental events and their visual effects.
  • Developing three AI opponents with unique attack and movement patterns
  • Working closley with our animator to implement and interface animations with scripts using root motion and Unity’s Mechanim System.
  • With with three artists, two designers, a writer and a sound designer to implement and maintain assets in engine.
  • Lead and track work hours and project progress as scrum master for two sprints.

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The contribution to Bloodsport I am most proud of was my work on the three enemy AI characters. Realising the emphasis on AI complexity in a third-person one-vs-one fighting game, I learnt about and developed dynamic finite-state AI systems for the three combatants. Allowing them to dodge, chase, flee, and perform unique abilities utilising root motion and animation events in my first attempt at programming characters for 3D.

Another great source of experience gained from this project is in structure; both of C# and Unity projects. As this was the largest project thus far, scripts needed a robust framework for scripts to communicate and all three programmers adopted a ‘Manager-of-Managers’ hierarchical structure to maintain clear and readable functionality. We were able to create and make use of a fluid workflow that minimized departmental dependencies and allowed for rapid implementation of assets, something I would aim to achieve with all future projects.

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Overall, Bloodsport was a great project, the team had a great dynamic; sharing multidisciplinary knowledge, experience and a laugh building a game we’re all proud to have worked on.