Games
TGA
TGA Project #6
Catstronaut: Mission Impawssible
I mostly built upon systems already established from P5. I also implemented drop shadows as well as many ImGui tools for tweaking shader values.
Additionally, I took on the task of creating the player camera using Mario Oddyssey ‘s camera as the reference.
TGA Project #5
Spite: Equilibrium
My main role in this project was working on the graphics engine, I did rendering, TA pipeline, lighting, optimizations, in-engine tools and added many new engine features like decals and animation blending and particle system
I was the one people came to for most engine related issues and requests so naturally I worked a ton with all other disciplines.
TGA Project #4
Operation Space Travel (O.S.T)
Building upon the collision system I created for P3, I was primarily responsible for the tile system and LD pipeline. I created all of our interactable collision objects such as teleporter holes, breakable walls, gates and levers.
I also worked on the screw pickup cutscene, creating the camera movement and player state sequence.
TGA Project #3
A Royal Order
Gameplay was my main focus in this project, making the player movement and both of our bosses. Additionally I created a raycast based collision system, and implemented sprite sheet animation.
Don’t mind the name being wrong in the thumbnail, The game is called A Royal Order, not A Royal Delivery. 😀
TGA Project #2
Tyrá
Animation pipeline was my main focus this project, working very closely with our animators. I worked with Unity’s animation controllers, animation events and gave feedback and help where needed.
I also created the start and end minecart sequence.
TGA Project #1
H.Y.M.T Wormlane
I created most of the obstacles, more specifically I made the falling pillars, rolling ball and the falling spikes. Other than that I worked on miscellaneous things around the project like depth fog and some UI
LBS
High School Project
Musanovus
This was the examinging project of my time at LBS. My role was creating the weapon systems, allowing players and enemies to hold any combination of weapons as well as how our different attributes would affect said weapons.
Given that we were working as a group of 3 programmers, I took on the role of creating all of the art for the game.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.