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Personal Work

Projects I have worked on during my own time.

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Education Work: CV

Portals

September 2017 - January 2018

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Portals was a project I created because I was enjoying watching Stargate Atlantis at the time, so I created a simple survival game based around the transporting aspect. The game included many different mechanics such as a spawning system for enemies, teleporting, score-system and timers.

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This project was used to clear my mind during the production of Beam, I did this because I had hit sort of a "Writers block" when it came to adding features to the game, so it was a good escape for a little whille.

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The project was a success I had modelled the Stargate, and created the systems, it did have some problems with the combat however I had felt like my mind was reset and could work on Beam again which was more important at the time.

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Tomb

Summer 2018

Tomb was my of way preparing for my transfer to Games Programming, the project goal was to create an expandable dungeon generator system which could handle multiple area types and rooms, each with their own unique layouts.

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The project was partly a success, the reason for this is that I accomplished what I had set out to do, e.g fully expandable system, however it had some problems, the two main ones where that it was slightly fiddly for the doors to spawn a room, as the door couldn't be too close to its room, the other being that sometimes the generator got stuck because their was no space to spawn another room.

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Looking back onto the project at the time I could've fixed these problems but I lost interest in the single focus of the project, which is why I later moved it into Transformation.

Transformation

Summer 2018

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After loosing interest in Tomb I expanded apon the idea and added role-playing and open world aspects to it, similar to the likes of Skyrim and Fallout on top of that I recruited my Game Designer friend which I helped with the weapon creator.

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Transformations goal was to create a world with systems that would react to the changes that you made to the environment, such as if you transformed the weather to be colder and more rainy, electric damage would be better, however the AI in the environment would change too e.g better building coverage or electric resistance, this would then allow for lots of emerging gameplay.

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Some of the mechanics along side the dungeon generation included, Quests, Mining, Researching, Upgrading, Crafting and many more. All of which were either mostly implemented or entirely.

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The project itself had to be discontinued due to personal obilgations however it may be picked up again at a later date.

The Forge

Summer 2018

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Along side of Transformation, Me and my Games Designer friend did this project aswell. The Forge was a multiplayer game expanding upon Chivalry and For Honor.

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The game had the extra component of crafting your own custom weapons and designing them so that you could feel more immersed and accomplished when playing the game. The development with the game got very far, the networking and connection aspect of the game worked nicely using steam, and crafting was just being implemented.

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However the games downfall started when we were not able to create assets to the standard we wanted them for the game, pulling the project motivation down, on top of this personal obligations also stopped the project entirely.

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Looking back I learned a lot about networking and how server to client communication works and even though the project was not a success, I still gained important information for the future.

Weapon Creator

September 2017 - January 2018

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Weapon Creator was my first personal project, it was aimed to help a friend during Games Prototyping on Games Design. The projects goal was simple, create a system which could randomly create an object that allowed for presents, with the ability to be taken one step further to give more attributes for the object such as speed, damage, etc.

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The project was a complete success, after showing this to my friend they were able to replicate a similar version with the mentioned attributes allowing them high marks for the module.

Observer

September 2017 - January 2018

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Observer was an project aimed towards UE4 materials and learning blueprints more heavily. I achieved this by creating a command system for a solar-system projection, that had accurately scaled speeds, I had also created

a custom material which allowed for specific instances for each planet.

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Looking back the command system was not very efficient and had some problems with expandability, however this does not mean I didn't learn anything, the blueprinting still allowed me to learn a lot about UE4 and how it works, improving my overall understanding of logic and programming in general.

©2019 by Ryan Robson.

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