Game Development

LOV Project - C#/Unity

Professional work in a 3D online action rpg with collectable pets.

Responsabilities:

  1. AI Development
  2. In-Game Development Tools
  3. Gameplay Development
  4. UI Implementation
  5. Action RPG style character setup

Pixel Pets Project - C#/Unity/Unity ECS

Pixel Pets (Now known as Streamwalker Tribes) was the first project I worked on professionally over the course of a year. At the time a multiplayer gacha game with Action RPG elements.

Under contract as a "Client-Side Senior Developer", I've handled plenty of the UI of the game, programmed various front-end systems ,designed the home area, implemented various animations and occasionally worked on systems that interacted with the networked backend.

Responsibilities:

  1. UI implementation
  2. In-game animation
  3. Mapping
  4. Idle minigame development
  5. Code plumbing

VrChat Library - UDON C#

Over 300 full length novels.

Books are parsed from plain text files and converted into a format readable by Unity. The process is fully automatic, breaks content down into pages, and takes up to 5 minutes for the longest novels.

Complete with an outdoor space for relaxing with the other sky gods.

Happy reading~

Crack open one of over 300 books and get your reading quota done in VR. Modelling, shading novel compilation and scripting all entirely done by me. (Textures by the wonderful @makkon_art, Novels by their respective authors.)

Nodehearth Engine Development - C#/Godot

Creating the cube renderer.

3D Mandelbrot world generator. Perfect for debugging rendering.

Further test, now with textures.

Inside view.

Natural terrain.

From-scratch recreation of a Minecraft style engine. Built within Godot. Procedural generation, chunks, structure(tree) placement.

Optimized by coding the 3d mesh builder from scratch in order to cull faces not-visible, greatly improving framerates.

Bloons TripleR

Bloons in an RTS! From the comfort of your desktop, or your lavatory services.

The source of the Bloon menace. Don't stare at it for too long, you'll get dizzy.

Featuring a rich cast of classics.

Including newer variants like the Heart Bloons, with regenerating layer mechanics fully implemented.

Plus several new ones, designed to explore the gameplay opportunities offered by the RTS format.

No dimension of the battlefield is ignored, not even the ocean depths.

Several promotional+informational pictures created to showcase the new units.

As well as bosses.

Achieved via rendered particle animation in Blender with some post-processing.

Colossal nukes, the like of which have never been seen in the game.

Achieved via Blender shader animation and mesh displacements. With several other layers on top to help sell the effect. Optimized for lower RAM use.

The General and his minions. A new boss designed to mirror the player units.

With the best humour the internet could offer.

Vortex boss included, with a multi-stage boss fight.

Ball lightning. An element spawned by Vortex in higher difficulties. Achieved with Blender shaders and grease pencil.

Inspired by the BFG.

Fractal, using a borrowed fan made design.

More boss minions, for the strongest of stomachs.

Edmund Mcmillen's favourite unit. (Sound made by a friend)

Designed to seamlessly work with any mod the player is running, even custom factions can fight the Bloon threat. Powered by 8 difficulty options.

Absolute chaos in the highest difficulty.

Not yet implemented T2 Moabs, designed for higher difficulties while keeping the bloon count low enough for improved performance.

T3 Moabs. Are we even popping bloons anymore?

Logo

An RTS mod featuring an invasion of the infamous bloons, throws in an absolutely ridiculous amount of original bloons including high quality custom artwork befit of the original style. Survival has never been so satisfying. 99% of the sprite work and the integrity of the code work is done by me. (Including Bloons unique to BTD6 which have no equivalent in the same art style)

Modded RTS Faction - Rusted Warfare's .INI API

City of Annihilation, modeled in 3D and rotoscoped to 2D.

The Underworld Syphon uses frame animation + ingame mathematical functions for cleaner movement.

The Vitian relic uses only frame animations.

The T3 Quarry uses a custom perlin function for movement and flashing, the latter of which animates a lit layer.

Vitian Base, units were designed to have clear shapes and be easy to tell apart at any size, despite their inhuman nature.

All research towers, prior to rotoscoping.

Ignition Research Tower

Entropy Research Tower, featuring a rotoscoped ice cube.

Fully upgraded Hero unit. Deploying an AOE empowering field.

Mock model for the Blade Master. Most of the details are not visible due to the hand-animated smoke drawn on top.

Sword swings were first animated in Blender. Since Rusted Warfare doesn't support keyframes, they had to be converted by hand to a format it recognized.

Blade master ingame, getting busy with some Berserkers(Also part of the mod).

Magma Mortar 3D model, was rendered from the top as a guide for the final sprite.

Magma Crucible, the first modeled ignition unit.

About 50% of the cast, taking a picture. <>)

Not quite Sci-Fi RTS faction. Sprites, animations and scripting all by yours truly.

Made as mod for the Rusted Warfare game, an RTS available for both PCs and mobile.

Bots vs AI Project - C#/Unity

AIs are spawned in waves from Earth. The highest scoring bots get cloned and have their genetic code mutated.

Give it enough time, and they can push the aliens back to the mothership <>)

Made before machine-learning was popular. Showcases spacecraft piloted by a learning algorithm vs a bunch of traditionally programmed bots. It's like watching a fish tank, but with spaceships and spacebattles.

In space.

Bored? This website runs Doom! - C/Emscripten

Something doesn’t seem to be quite right about it though.

(Hint: Click it to run)

General Programming

Arkodex Private Data Vault - C#/Godot/C++ Integration

A vault of information.

Supports video! Handled via FFMPEG integration.

Easy arbitrary file embedding.

Works fine even with very large notes.

My personal daily driver for two years now. Records text in a tile based format and is built for resilience and recoverability. It supports drag-n-drop images, hot linking files and video! Assembled in Godot, programmed in C# .NET with FFMPEG integration for video support.

RustWavelord Programming Language - C#/Godot/Custom Language

Custom API, with its own help file.

Cells are parsed and a level is created, supporting logic with the help of a tokenizer.

Supports multiple value types, plus some logic. Advanced logic+math is still supported by being injected via .ini code in the game's own scripting language.

The compiler has user-friendly GUI. Auto-compiles on save, can spot compilation errors and attempts to help the user with helpful messages. The Dubstep button is absolutely necessary.

800kb of code, compiled in under a second.

Program capable of parsing a .excel style spreadsheet, read its contents based on a custom language with a documented API. And then outputs a fully functional wave game mode for Rusted Warfare. Includes its own interpreter, tokenizer, and built-in Dubstep button.

Used extensively by the Bloons TripleR mod.

Functional .JS VM inside Godot - C#/Godot/JS/Rust

All of these green cubes are running JS. A language not directly supported by Godot.

Sample .js file powering the cubes.

Part of the same project is a low level networking system built on the TCP protocol. The server is built with Rust.

Proof of work in having a JS engine capable of running .js code work inside Godot. The green cube runs JS!

Part of the same project is a low level, custom network protocol built on top of TCP. The server itself is coded in Rust.

.NET 1.0 game cracking - IL Code Assembly

Cracking notes.

Most of the process.

Creating the crack. The final .exe differs by a single byte.

Reverse engineered and cracked an old commercial game (Arena Wars) when its CD-ROM based DRM gave up the ghost. Later I cleaned up the crack to have a single changed byte over the original .exe.

Java game Deobfuscation - jd_gui/FabricMC's Enigma

Note: These deobfuscations are my best guesses as to what the code does, not proof of the source code. Shown for educational/demo purposes.

Deobfuscated part of the obfuscated Rusted Warfare game's codebase for education purposes and for kicks. Also before this, I identified and manually fixed a bug in the current version of the game in my private version.

Automatic AI-Based Book Parser - C#

Doing this is much, MUCH harder than it sounds. <>P

Give it a PDF file in images, and it translates up to a novel's worth to another language in local consumer level hardware overnight.

DLL Injection - Rust

When the input signal is below the threshold the input is intercepted and ignored.

Doing this is much, MUCH harder than it sounds. <>P

Technique used while developing the "Cyclotron" software. Injects a Rust dll into an x86/x64 program and intercepts controller inputs. Works, but due to the nightmare that is the Windows controller API and its various iterations over the years + adhoc implementations. It would need months of manual work to be reliable enough to be thrown at any game you would like to run it on.

Bespoke Open-Source Work - C++

My creation is the song sequencer/canvas, a large, complex panel handy for sequencing many sources.

Musical talent not included.

The Anime woman is absolutely necessary.

Developed and pushed multiple updates to the Bespoke DAW's repository. Pretty much the only project I’ve had to use C++ for. Also drew an Anime woman for it because it was of the upmost importance.

This Website - HTML/CSS

Yes, I coded it. As a bonus, not even .JS was used* (Except within the Doom page. sorry, no way around it!), how neat is that?

Artwork

VRChat Avatar

ドドドドドドドド

Walking animation, inspired by Supreme Commander.

Deploying the library.

FluxWorld

An attempt to make the most bizarre yet beautiful world that could be. Custom modpack with additional configuration for the best results.

Deep Waters

This game does not exist. All Adobe After Effects as a proof of concept.

Evil Eye Lyrics

Music video done in the style of Dubstep/EDM lyrics in the early 2010's. Video done in the span of 24h, in a program I didn't know exist before when I was applying for a local TV station.

Legacy

Some older content lay beyond, blingy and edgy. Beware!

Innum - C#/Unity - 2017

A shmup by someone that doesn't like oldschool shmups.

To be closer is to do more damage, but it is more dangerous.

A varied ten-minute long fight.

Rev2 of Innum featured boss generation.

Many looked quite unique, and surprisingly clean.

Others were quite cursed, sometimes literally.

Reimagining the shmup format. What if we had 360 degrees of rotation for movement?

Had several iterations throughout the years, albeit the oldest remains the most polished.

Arguably the most fun game I've created back in this era.

Reintrude - C#/Unity - 2014

100 random waves+, stage progression, upgrades, it had all the checkboxes.

Sprinkled with boss battles.

And a slow fade to night before the final wave of the stage.

Rich cast to keep the player moving.

While Rev3(The roguelike) is the most shared, Rev2 was strictly a boss gauntlet game. Featuring a different art style.

Includes flashy promo art.

The rev that never came to be.

A merge of the shmup format with roguelike elements. Built for mobile.

Omega9 - C#/Unity - 2016

(Unhelpful) hints and a problem.

Created over the span of 4 days.

Faint dreams of the future.

Leave your twitch reflexes at the door, it's time to solve out-of-box puzzles in a decaying world.

Origin of the Deep Waters scene in the Art section. This game does in fact exist.

Do you need to see even more? Here is my 2022 portfolio.

Do note however that information there is old and may not be representative of my current work.*

About/Contact

Greetings. I'm known as Arkyon, an adept game developer with an endless thirst for knowledge. Holding a wide range of skills earned over the course of 16 years developing new works.

I've made games for PC, mobile, platformers, action games, puzzlers as well as mods. My language of expertise is C#, though I also have worked with several other languages, including:

Other things that I've meddled in is software, Art, Animation, Writing and Music. All as a measure to improve my flexibility in crafting new works. The tools I most often use include:

— Shall we create something new? —

Email

Discord