Game Development
LOV Project - C#/Unity
Professional work in a 3D online action rpg with collectable pets.
Responsabilities:
- AI Development
- In-Game Development Tools
- Gameplay Development
- UI Implementation
- 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:
- UI implementation
- In-game animation
- Mapping
- Idle minigame development
- 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)