HIDDEN WORLD
For my junior project I explored various procedural generation techniques to create an online experiential piece. I experimented with computation shaders, primitives, accumulating noise values, and various algorithms to try and create a fun and unique experience.
I don't want to give too much away so click the link below and experience it for yourself.
Curves and Splines
Exploring various methods for creating curves and splines through ImPlot and a custom engine
HIDE & SEEK
Once you have a pathfinding algorithm such as A* implemented you can apply some terrain analysis concepts to create a simple Hide & Seek style game mechanic.
I explore various terrain analysis elements such as openness, visibility, and propagation that can be useful when creating games.
A* Pathfinding and GOAL BOUNDING
Programming the A* algorithm and making it as fast as possible.
I explored a lot of different ideas from a bucket list style open list, various node sizes, ways of resetting nodes between searches, as well as algorithm improvements.
After completing this project, I took the idea even further by implementing Goal Bounding on larger scale maps which can dramatically improve search results even further.
SPLIT SPIRIT
Here is my sophomore game project where I worked on a cross discipline game team of 11 that included 5 programmers, 3 artists, and 3 designers. This was created with a custom C++ engine designed around an entity component system.
I was the Technical Lead on this project bridging the three disciplines. I developed a robust animation pipeline within our engine incorporating the Spline API for all our animation needs.
I also contributed to our particle system and in engine editor to allow for easy creation, editing, and manipulation of objects.
DEAL - DARK PILLAR
Another one of my freshman game projects.
For this game I explored some constraint-based procedural generation to randomize rooms and levels. This enhanced the replay-ability and allowed me to increase the difficulty over time.
I also worked on an animated ASCII text system allowing for dynamic text effects. I expanded this to also work with UI elements to provide player feedback when performing actions.
This project was a great teambuilding experience and helped me learn how to plan and scope my projects effectively.
DEPTH DUNGEON
One of my freshman game projects.
I implemented 3D graphics in a 2D engine to create a visually stunning game, adding layers of polish such as ray-traced inspired lighting, collectables that rotate around the player, player movement, and more. I also worked on game mechanics, level design, and provided guidance on file I/O.
Interested in playing this game for yourself, download it below.
MY FIRST GAME
Just before creating this small Tic Tac Toe game, I had never programmed in C before. I did a few small projects such as making a title screen, creating a simple game mechanic, and creating a menu screen.
I took those simple ideas, added an artistic flare, and ran with it. Once I had the basic game working, I continued to add layers of polish such as mouse over events, click feedback, and my favorite the transitional colored wipe effect.
This project was my steppingstone into making Depth Dungeon.