A comprehensive showcase of my game development journey
A complete procedural solution to realistic locomotion
A puzzle platformer with fluent movement mechanics based in hell
A WIP boomer shooter game with unique movement mechanics
A Niagara VFX system made with Unreal Engine 5 for 'Explosion-tober' 2024
A procedural winter generator tool for Unreal Engine
A kamehameha inspired energy beam VFX made with Unreal Engine 5 Niagara
A prototype for a procedural top-down shooter game made with Unity
A first-person horror game where you play as a janitor cleaning up a contaminated alien research facility
This final year project focused on developing an advanced procedural animation system for quadrupedal characters using Unreal Engine 5's Control Rig system. The research explored the creation of realistic, adaptive locomotion that responds dynamically to terrain variations and environmental constraints. By combining biomechanical principles with modern animation techniques, the project demonstrates how procedural systems can create more believable and efficient quadruped movement compared to traditional keyframe animation approaches.
The project was developed over 4 months as part of my final year dissertation, combining extensive research into quadruped biomechanics with practical implementation in Unreal Engine 5. The development process involved literature review, iterative prototyping, and comprehensive evaluation against traditional animation methods.
Ember's Edge is a challenging puzzle platformer set in the depths of hell, where players take control of a nimble character navigating through treacherous environments. The game combines fluid movement mechanics with environmental puzzles, creating a unique blend of action and problem-solving. Inspired by modern platformers and classic puzzle games, it offers a fresh take on the genre with its hell-themed setting and innovative movement system.
The project was developed over 8 weeks, focusing on creating a tight and responsive movement system while maintaining challenging but fair gameplay. The development process involved extensive playtesting to ensure the perfect balance between difficulty and enjoyment.
HellShot is a modern take on classic boomer shooters, reimagining the genre with contemporary game design principles and cutting-edge graphics. The game combines the fast-paced, skill-based combat of classic shooters with innovative movement mechanics and modern visual effects. Players navigate through dynamic environments while engaging in intense combat encounters with a diverse arsenal of weapons.
HellShot is an ongoing project focused on creating a modern take on classic boomer shooters. The development emphasizes fast-paced combat and unique movement mechanics while maintaining the essence of the genre.
Created for 'Explosion-tober' 2024, Toxic Shard is a sophisticated VFX system with a projectile and explosion effect. The system features a projectile that would be used as a magic spell or weapon. When it hits a surface, it creates a toxic explosion effect.
Created for 'Explosion-tober' 2024, Toxic Shard is a focused VFX project that demonstrates advanced particle system capabilities in Unreal Engine 5. The project emphasizes creating visually striking effects while maintaining performance.
Winternator is a comprehensive procedural winter environment generator for Unreal Engine that transforms any environment into a winter wonderland. The tool features advanced snow accumulation, icicle formation, and weather effects systems, making it an essential asset for creating winter scenes. Built with performance and ease of use in mind, it offers both automatic and manual control options for fine-tuning the winter transformation.
Winternator is a specialized tool development project focused on creating an efficient and user-friendly winter environment generator for Unreal Engine. The project emphasizes automation and customization capabilities.
Radiant Pulse is a sophisticated VFX system that creates a dramatic energy beam effect inspired by iconic anime moments. The system consists of three intricately designed components: an energy gathering orb, a powerful energy beam, and dynamic ground dust effects. The effect is carefully timed across 7 seconds, with 2.5 seconds dedicated to energy gathering and 4.5 seconds for the beam and ground effects, creating a cinematic and impactful visual experience.
Radiant Pulse is a focused VFX project that creates a dramatic energy beam effect inspired by iconic anime moments. The project emphasizes timing, visual impact, and technical optimization.
Tactical Takedown is an innovative prototype that explores procedural level generation in a top-down shooter context. The project combines strategic gameplay elements with dynamic level creation to ensure each playthrough offers a unique experience. Players must adapt their tactics to the procedurally generated environments while engaging with increasingly challenging enemy encounters.
Tactical Takedown is a prototype project that explores procedural level generation in a top-down shooter context. The project focuses on creating engaging gameplay through dynamic level creation.
Area 26 is a first-person horror game that puts players in the role of a janitor cleaning up a contaminated alien research facility. As the technical artist, I focused on creating immersive visual systems that bring the horror atmosphere to life. The project emphasizes creating a sense of dread through advanced shader systems, dynamic lighting, and environmental effects that react to player actions and story progression.
As the technical artist on Area 26, I focused on creating the visual systems that bring the horror atmosphere to life. The project emphasizes creating immersive environments through advanced shader and material systems.