A game that is currently in production after a prototype phase. Trust No One is a high-octane, cover based top-down shoot-em-up with a unique and graphic art style, heart-pumping synth soundtrack that throws the player into a world where life and death hangs in the balance of one man’s choices.
My contributions (for the prototype)
Enemy AI, logic and movement
Gun system, switching, firing and pickups
CR Extender - Aug - Now 2017
What is it
A browser extension which extends the functionality of the Crunchyroll website. The extension supports Firefox and Chrome and adds a Dark theme to the website and replaces the flash video player with a native HTML5 one.
A prototype game that I was contracted to work on with three other programmers (not including myself) with five designers leading the project and giving us tasks on what they want implemented and worked on. A mobile game for international students that teaches safe practice in and around the gold coast environment and culture through a variety of small activities. ‘The game’ focuses on positive reinforcement and rewards, and teaches safety practice through separate game mechanics, essentially “be safe to win”, while also providing the player with access to more in-depth information on issue they interact with.
XP and Level system
Editor scripts for various systems
Avatar syncing between in-game events
Data saving, XP/level and avatar customization (SQlite db)
Android builds and optimisation
Check if certain Android apps are installed on the current device
Programming team lead
Control The Area - July 2017
What is it
Another game made in C++, but using the SFML framework rather than a custom one. The aim is to control the most tiles under your colour, the game supports local LAN networking so your friends can jump in and play.
Simply click and move the mouse over the grid tiles to colour them with your colour, there's no timer so just go as long as you want and whoever has the most tiles/the largest portion of the pie chart wins.
Another game jam submission that involves three words, again, ("Cascade", "Sundown" and "Split"). According to the itch page, the description is as follows: Its a game about splitting the world in half.
Walking around the terrain during sundown where trees and mushrooms spawn from the sky and cascade down, simply eating a mushroom will provide enough of a hallucinogenic affect to split the land in half.
The team for this jam was myself and a designer. Like the previous jam, we had 5 days to work on this.
Low poly procedural Terrain generation (Final build is static)
Endless terrain generation
Tree and mushroom spawning
Shared House - Mar to April 2017
What is it
"Shared house is a game that explores the idea of personal space, but not just personal to you, but personal to others. You are a new member of a shared house who is home alone. The game was made to question how far is too far when exploring someone else's personal space and to question a player's curiosity. Sometimes we want to learn things about others, but the things we learn about people can't be as easily unlearned. The house is filled with secrets about the other members, specifically your new housemate across the hall. How far will your curiosity take you?" - Noah Seymour, Lead Designer
The team I was placed on had one designer and two other programmers not including myself. So the project turned out to be the designers game and us programmers were happy to be along for the ride providing our feedback and suggestions here and there.
This project took around 4 weeks of development and was the programmers first VR game, and my first experience with not only handling the HTC Vive but developing for it as well. So there were quite a few of "news" during this project for myself and others.
Custom text popup display (Didn't make it to final build)
Custom analytics dispatcher (Didn't make it to final build)
Sticky note interaction, reattching themselves to objects
VCR box and tape(s) logic
Combination lock with another team member
Various interactions and other objects, Clock on the laptop, door hinges
Do note, this game was developed for SteamVR. You do need a HTC Vive or supporting SteamVR device.
Make a Thing - Sep 2016
What is it
A game jam submission that involves three words ("Roam", The letter "L" and "Flaws"), Lost in Lygon Square is a 2D styled Metroid-Vania game where you control a Lion and start out over-powered. You collect objects around a maze like level which "nerfs" (balances) you, so you can access the flawed objects hidden in around the level.
The team for this jam was myself and two designers. A week/5 days to work on this game...
Player controller, movement with wall jumping and interaction
Level manipulation, platforms breaking
All Terrain Action Turbo - Jul to Sep 2016
What is it
A hill climb game similar to the popular mobile app, "Hill Climb Racing". We used industry methods of Project Management and what it's like to develop a game as part of a team and work effectively together.
The team consisted of three programmers and designers. We went through pitching and documentation phases at the beginning. And the actual making of the game towards the end.
We had five weeks to create this, so excuse any lack of polish or bugs that prevent the game from functioning the way it probably should. But hey, at least it has procedural terrain generation!
Implementing Terrain generation and modifying it for a 2D environment, with help from another team member
A game made in C++ using a custom framework that I was given. You control a coloured block that moves around based on the last direction you told it to move in. Supports up to 4 players for you to battle against, corner them by cutting them off with your colour trail and make them crash/die. Oh and avoid the white blocks, they're solid walls and will destroy you!