Beam
September 2017 - January 2018
Teesside University
Games Design

Beam was my first 3D game using UE4, it was a puzzle game, however for this assessment a constraint was put in place that its main mechanic has to use controller twin sticks. My aim for this project was to make a game that I would gladly sell commercially instead of a prototype as the assessment stated.
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The game was simple, a data beam fired forwards and if it hit any blue glowing object, such as mirrors, reflectors and splitters it would bounce into the reflected direction. The goal was to get the beam towards a green encryption point to win the level. The game had over 30 levels and over 10 unique ways to solve the levels.
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Some additional mechanics that I added where: Custom level creator/Loader, Customization, Achievements and more.
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A major part of this game was that along side the programming which was done in UE4 blueprints, I also did all the artwork, 3D modelling and VFX for the game, achieving my goal for a commercially viable game if it wasn't a University project.
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I recieved a 93 out of a 100 for this, with the feedback only stating that it was a little bit repetative.
January 2017 - May 2017
Middlesbrough College
Games Design
Queen of the Underworld

After Extermination the next project I programmed was QOTU, using the same tools as before. The game was a level based running side-scroller, which the player had to get to the end without hitting any objects.
This was a much larger team with 7 people, mainly consisting of artists and I was overseeing the production aspect, along side programming the main part of the game such as Player mechanics, Object spawning and Boss mechanics.
Overall the project did not go as well as I would have liked only consisting of 9 levels and 3 bossess, however the team recieved a Merrit, with marks just under a Distinction.
3D Graphics Programming
September 2019 - January 2020
Teesside University
Games Programming


3D graphics Programming
Update coming soon!
Game Engine Construction
September 2019 - January 2020
Teesside University
Games Programming


Game Engine Construction (GEC)
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Update coming soon!
Underwater Snake game
January 2019 - May 2019
Teesside University
Games Programming

The Underwater Snake Game was made using SFML and C++, this was my first time using C++ to create a game.
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The assessment was to create a simple snake game, with the added bonus of water in the tank draining, and because snakes cannot breath underwater they need to come up for air, without flying above the water. Along side making the snake game I took it one step further and added rule-based AI, Time limits, Larger foods, Air bubbles User interface (Buttons and Text), and more.
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I recieved a 94 out of 100 for this, with feedback focusing on a last minute bug of the snake not growing when picking up foods of level 3, however it was stated if this didn't happen it would've been 100%.
Pirates Curse
January 2019 - May 2019
Teesside University
Games Programming

After Transfering from Games Design to Games Programming, I then had to create another prototype, however with my success with Beam I tried for the same goal. The assessment had a restriction of having to be related to the Treasure Island book by Robert Louis Stevenson.
Pirates Curse was my next step by creating a procedually generated island in Unity, with random quests, varying in difficultly, the hardest of which have modifiers such as Treasure shortage, and Eternal Night. On each island treasure could be found which could upgrade your sword and pistol, for when you fought skeletons during the night-time of the 15 minute day-night cycle.
Along side all of that the game hub has a puzzle, and the island has a puzzle which related back to Beam, for bonus treasure. A final major mechanic of this game was also that the game tracked all your statistics such as total collected treasure, killed skeletons and more. Additionally I also did all the artwork, 3D modelling and VFX for the game, achieving my goal again.
I recieved 60 out of 70 for this, with the feedback only stating that enemies were easy to kill with the upgraded pistol.
Extermination
October 2016 - January 2017
Middlesbrough College
Games Design
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Extermination was the first ever game that I programmed, using Game Maker studio's Visual scripting and its custom Language. I also made this with a friend who did all the art as it was a team assessment.
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The game was a simple two player vertical shooter with 30 levels, each with their own unique enemy spawns and lengths, additionally every 10 levels had a different boss which appeared which the players had to defeat.
Looking back onto the game we put an extreme amount of effort in compared to others and recieved a Merrit, with marks just under a Distinction.