Category: Games

Project Island

https://projectisland.org/ Currently volunteering as a developer for Project Island, a fan-made sequel to the Lego Island video game series. Developed new features in C# using the Unity game engine based on design specifications from the team Implemented assets such as 3D models produced by other team members into the game and connected them to relevant…

Riches Await Below

https://ldjam.com/events/ludum-dare/48/riches-await-below

https://gamejolt.com/games/richesawaitbelow/610491

Produced a game in 48 hours as part of the Ludum Dare 48 game jam, based around a specified theme (in this case “deeper and deeper”; interpreted as a management game inspired by Dwarf Fortress where you command miners to tunnel progressively deeper and retrieve more valuable minerals while managing their stamina and tool durability.

  • Developed the game using Unity and C# over the course of 48 hours
  • Created 3D models for the characters and tool stations using Blender
  • Presented the final game to a community of other entrants, receiving ratings and feedback for potential use in future versions of the project

Tomb of Temptations

https://ldjam.com/events/ludum-dare/44/tomb-of-temptations

https://gamejolt.com/games/tomb-of-temptations/411146

Produced a game in 48 hours as part of the Ludum Dare 44 game jam, based around a specified theme (in this case “your life is currency”; interpreted as a procedurally generated dungeon crawler where you must choose which aspects of the next level to make harder in order to regain your constantly decreasing health).

  • Developed the game using Unity and C# over the course of 48 hours
  • Produced artwork for the game sprites and background
  • Presented the final game to a community of other entrants, receiving ratings and feedback for potential use in future versions of the project

E-Sol

https://webgate.ec.europa.eu/CITnet/stash/projects/MYGEOSS/repos/e-sol/browse

Commissioned by game design consultancy group Ludic House to develop the ‘virtual pet’ Android game E-Sol, which had been selected by the European Commission’s MYGEOSS project to be brought to the stage of a first public release.

  • Developed the game in C# using the Unity game engine and a back-end server using PHP and MySQL, based on an initial design specification document.
  • Integrated environmental pollution data obtained from the GEOSS data portal, which was used to influence game mechanics and provide an educational source of information to players.
  • Incorporated multiple artwork, sound and animation assets supplied by other members of the development team.
  • Communicated with the development team by way of online chat and regular face-to-face meetings, in order to discuss design decisions and ensure the project met their requirements.

Meeting

http://globalgamejam.org/2015/games/meeting

A game produced as part of the Global Game Jam 2015 games development event, in which two players are trapped in separate rooms and must talk to one another in order to solve the puzzle and escape.

  • Designed the game based on the provided theme “what do we do now” and the optional constraint of encouraging players to communicate with one another
  • Developed the game in 48 hours using the Unity game engine
  • Tested the project throughout development with various volunteers of differing ages and skill levels
  • Presented the game at the Made In Brunel event, taking first place in the Global Game Jam category out of 13 games, three of which were also presented at Made In Brunel

TimeHunt

Designed and produced a short game prototype as part of the Digital Media and Games module at Brunel University, tailored towards primary school mathematics education. The chosen design was a top-down puzzle game in which players are required to collect numbers and mathematical operators to produce a sum that reached the desired value.

  • Researched subjects addressed in the primary school maths curriculum.
  • Designed the game to address the researched subjects.
  • Developed the prototype in C# using the Monogame engine.
  • Presented a short pitch to students and staff describing the core elements of the game, potential for commercial application and future additions to the project.

TransitAnnounce Plugin

http://dev.bukkit.org/bukkit-plugins/transitannounce/

A plugin for the CraftBukkit Minecraft server software, intended to distribute information to players about disruptions to in-game transportation networks.

  • Designed the inputs and outputs of the plugin based on the requirements of an existing Bukkit server community
  • Developed the system in Java using the provided Bukkit API libraries
  • Tested each function of the program individually to ensure that it functioned as intended and without any errors

MobVariants Plugin

http://dev.bukkit.org/bukkit-plugins/mobvariants/

A plugin for the CraftBukkit Minecraft server software, designed to add variety to the game’s NPCs by modifying stats such as health, damage and size.

  • Developed the system in Java using the provided Bukkit API libraries.
  • Tested the plugin by presenting it to users of a CraftBukkit server, using their feedback to refine the initial design of the program.
  • Distributed the system to the Minecraft community through the BukkitDev plugin list, incorporating user suggestions and bug reports into future versions of the system.

uTanks Settings Manager

A project commissioned by Bad Sheep Gaming (known as uSoft at the time) to create an external keyboard configuration settings manager for their uTanks game.

  • Communicated regularly with the lead developer of the game to ensure that the design for the system met their requirements and integrated properly with the existing game framework
  • Developed the system using Flash and ActionScript for the interface, as well as PHP and MySQL for the backend components
  • Updated the system over time to accommodate changes within the game itself

MineCraft+

http://sourceforge.net/projects/minecraftplus/

A custom server for the video game Minecraft based on the open-source MCSharp software, created as a personal project.

  • Analysed existing code to identify how the original system worked and how to modify it
  • Implemented multiple new features into the system, including player commands to create in-game portals between levels and logging features to track which players performed what actions over time
  • Distributed the game to the Minecraft community via online forums, interacting with the users of the system and incorporating their feedback in the form of bug fixes and new features