3rd Year projects

My final year of University consisted of 2 main modules, My Final year project (FYP) and Mobile Dev. It also contained a 6 week group work project and a smaller module working in UE5, Game Mechanics Programming (GMP)

Mobile Dev
(Very Hungry Snake)

C# || Unity

From a vertical prototype in semester one to full game in semester two, this project saw the creation of a mobile game in Unity, a twist on snake, where you get a set of apples to collect, after which a new area opens up, allowing for you to proceed. Including two game modes, a shop and a leader board along with AD and IAP integration.

Games Technology Research Project (FYP)

Research project || C# || Unity

My final year project saw me look at various procedural level generation processes. Ultimately building one of these generation methods in Unity and testing this solution by comparing it to hand made levels.

Studio Sim

Group Project || C++

Studio Sim was a group project carried out over 6 weeks in a group where I helped build a game in the engine made by the other half of the team. My part involved building the magnet that can pull or push objects in the environment along with the code for the moving platforms in the game.

View the Github

Game Mechanics Programming

C++ || UE5

Game Mechanics programming was a one semester project where I built a node climbing system in Unreal Engine 5. This involved using C++ to create a player controller that could detect climbing holds, these holds held the direction and lock point of the player allowing the controller to snap to the climb point. The player could then lean left and right to allowed for a jump in the following direction.

2nd Year projects

The second year contained 5 modules, 3, 30 credit, Game engine programming, Games Development and Technical games production (TGP) with Artificial Intelligence for games and Concurrent network applications being the two 15 credit, one semester modules.

TGP (Group work)

Group Project || C# || Unity

Over a total of 6 weeks in a group of 8 we built a dungeon crawler puzzle game in Unity. As part of this project I worked on the dungeons including:

  • How each room connects
  • How the player and camara moves between them
  • The rooms signaling with enemies, puzzles and traps so not to be active when the player is not in the room
  • A variety of puzzle and trap elements that can be linked together in the editor using Unity events.
  • Game engine programming: Unity

    C# || Unity

    Game engine programming's (GEP) first semester focused on using Unity. This was my first project in Unity. In this I developed a tower defence game in Unity using C#. Enemies spawn and follow tracks with buildable towers in three types to defend the end point.

    Games Development: Semester 1

    C# || Unity

    Concurrently with GEP semester one for Games Development , I built this turn based game utilising Unity and C#. In this game you move around a grid and take out enemy aliens. The player can move a set number of squares and shoot aliens that are within range. There is a limited time with depleting oxygen and a shop to buy upgrades between levels.
    Within the level, the walls would be generated to fit the predefined floor tiles with crest and enemy placement selected randomly from available floor tiles.

    Game engine programming: Unreal

    C++ || UE4

    The second semester of GMP focused on Unreal Engine 4 in which I made a first person coffee throwing game, where you would collect coffee from and throw them at NPCs that wandered around the level, with the goal of getting the most coffee delivered in the time given.

    I used C++ to code the movement, vending machines and projectiles and UE4 behaviour tree with blueprint for the AIs in the game

    Games Development: Semester 2

    C# || Unity

    Semester 2 of Games Development I decided to stick with Unity and build a cave diving rogue light. In this I used Perlin noise to generate chunks, along with placing ores and structures within the generation of a level all defined by a set of scriptable objects. The player can then dive into the cave and mine ores and collect power ups. The players have until the a ghost enemy gets them to mine as much as they can

    Concurrent Network Applications

    C#

    Concurrent network applications module focused on creating a client-server in C#. This involved using threads for both TCP and UDP listeners and XAML for graphical interfaces. The player can chat back and forth, play rock paper scissors with another player with the server determining the outcome and enter a real time ‘game’ where they can move around as cubes in a shared space using UDP for the game and TCP for the messages and rock paper scissors.

    Artificial Intelligence For Games

    C++

    Artificial Intelligence For Games focused on making a taxi that can manoeuvre around a city collecting passengers without crashing. In this I created an A* pathfinding algorithm along with other path finding algorithms leading up to this. The AI uses a state machine that will set based on what it believes is the best choice between refuelling,

    1st Year projects

    First year into University we learnt C++ primarily utilising OpenGL and SDL in semester two. This segmented the basics of C++ I covered in college and introduced basic design patterns.

    Mario

    C++ || SDL

    Game Engine Creation (GEC) focused on introducing C++ and programming concepts, with the second semester using this to create a Mario Bros inspired game using SDL in its development.

    OpenGL Project

    C++ || OpenGL

    This Second Semester project using C++, FreeGLUT and OpenGL is a simple game demo where you fly around avoiding oncoming asteroids with the aim to survive as long as possible.

    Pacman Game

    C++

    As part of FOGGS (Fundamentals of Game and Graphical System Development) I created a Pacman game using C++ developing an understanding of the language and the developing the basics of game dev.