Useful Links!
Latest Portfolio Video
Previous Projects
(2023) - Programmer
Rutabodega is a Paper's Please-esque puzzle/strategy game created for the 2023 Global Game Jam by myself and 4 others. The theme for this year was "Roots" which we incorporated by placing the player in charge of a small root vegetable stand, serving up fresh grown veg to the local animals! Most aren't too particular about what you give them, so long as it's enough to fill their bellies for the day. Carefully split your time between filling orders and making sure you have veggies to sell! It also includes a small amount of voicework from yours truly!
(2022) - Programmer
|
Splash Zone!! is a top-down styled shooter developed in three days for Mini Jam 111: Colors² by a team of five, consisting of two programmers, a designer, an artist and a sound producer. The limitation for this Jam was "You are your own enemy", and we wanted to focus on taking that limitation and incorporating it in an interesting way with the after effects of using your weapon to cause you much more trouble than the enemies themselves would be.
(2021) - Lead Programmer
HDR: High Dynamic Range is a retro inspired FPS Action game developed by myself and 6 other students as the capstone project of our final year in the Niagara College Game Development program. I was responsible for the majority of the backend gameplay systems.
|
|
|
(2020) - Lead Designer, Programmer
Humanity: Last Grasp is a side scrolling action game created in a single semester (from concept to final product) by myself and 5 other students as a project for Niagara College's Rapid Game Development course. I was responsible for the concepting of the levels, the construction of those levels from a created modular kit, and the programming of minor scripts and particle systems which aided the aesthetic.
Personal Projects
(2019) C++ Terrain Generation Tool
A very small project I wrote over the course of a couple days in 2019, the program asks for a desired starting height for the first point, the number of smoothing passes to make, and a seed. The program will then generate and display a long map of a terrain followed by displaying the map again but as a heightmap rather than coloured squares.
Some fun little details I added are the addition of "trees" denoted by the lowercase 't's placed on the green grass tiles and the "rocks" denoted by the lowercase 'o's placed on the rocky grey tiles. On the yellow sand tiles next to water, you'll rarely find an 'X' which means treasure! Finally, you may be able to see what I refer to as "villages" denoted by 3x3 squares of 'V's. These only generate in places where 6 or more surrounding tiles are the same as the point chosen during generation. Who likes having to mountain climb to get to the other side of town!?
Another fun addition made while I was coding this was the addition of sand propagation. Typically, a tile that is at height 5 (water begins at height 4) and next to a water tile will become a sand tile. This however, made the coastlines and small islands relatively boring and predictable. To address this, if a grass tile is of height 5 and next to 4 or more sand in the surrounding 8 tiles, it has a chance to also become a sand tile. Allowing for much better looking coastlines than before.
I plan to try and recreate and improve upon this generator in Unity in the future, hopefully creating an endless 3D world to run around in.
Some fun little details I added are the addition of "trees" denoted by the lowercase 't's placed on the green grass tiles and the "rocks" denoted by the lowercase 'o's placed on the rocky grey tiles. On the yellow sand tiles next to water, you'll rarely find an 'X' which means treasure! Finally, you may be able to see what I refer to as "villages" denoted by 3x3 squares of 'V's. These only generate in places where 6 or more surrounding tiles are the same as the point chosen during generation. Who likes having to mountain climb to get to the other side of town!?
Another fun addition made while I was coding this was the addition of sand propagation. Typically, a tile that is at height 5 (water begins at height 4) and next to a water tile will become a sand tile. This however, made the coastlines and small islands relatively boring and predictable. To address this, if a grass tile is of height 5 and next to 4 or more sand in the surrounding 8 tiles, it has a chance to also become a sand tile. Allowing for much better looking coastlines than before.
I plan to try and recreate and improve upon this generator in Unity in the future, hopefully creating an endless 3D world to run around in.