• First person tower defense, inspired by Orcs Must Die 2
  • 15 week development (20h/week) with a team of 6 programmers, 1 level designer and 4 artists
  • Made in our group’s own C++ DirectX 11 game engine

My contributions:

  • Graphics engine
  • Player controller using PhysX library
  • Minimap
  • GUI Editor
  • GUI system and effects
  • Animation system, animation event system, event system and event-driven input system that ties in with player and GUI
  • Hack-and-slash action game, inspired by Diablo 3
  • 10 week development (20h/week) with a team of 6 programmers, 3 level designers and 5 artists
  • Made in our group’s own C++ DirectX 11 game engine

My contributions:

  • Graphics engine with deferred rendering
  • Animation system
  • Event system
  • GUI system and effects
  • Event-driven input system that ties in with player and GUI
  • Platform game, inspired by Celeste
  • 8 week development (20h/week) with a team of 5 programmers, 3 level designers and 4 artists
  • Made in TGE, the school’s C++ DirectX 11 rendering framework

My contributions:

  • Player controller using polymorphic state machine
  • Swept AABB collision
  • Responsive jump, climb and dash mechanics
  • Particle system