My Background
I am a Unity Specialist Game Developer, Designer and Software Engineer
Currently I am an MSc Computer Games Programming Student at Goldsmiths University
King's College London Computer Science BSc Graduate
QuestFarer Game Engine World Generation Demo
Chaos Theory in Procedural World Generation and Evolution
A Custom C++ and OpenGL Engine
This project explores the use of Strange Attractors from Chaos Theory, models of patterns of behavior toward which systems periodically settle, within a mathematically chaotic system. The core idea was using these models to perform simulations of the game space.
The Terrain is an implementation of the Diamond Square Algorithm
- The Lorenz Attractor models atmospheric pressure and controls cloud movement.
- The Rikitake Attractor models the Earth's magnetic field and is used to deform terrain.
Developed during my MSc Computer Games Programming at Goldsmiths University for Coursework 2 of my Mathematics for Games and V&AR Module at Goldsmiths
Click the Switch to play!
Pandora's Dungeon
My Role was as Project CEO and the programming and implementation of the game.
Made in Collaboration with:- Ruochen Ying (Ida) | Storytelling & Puzzle Design
- https://ida1007.itch.io/
- Fei Peng | Game Design
- https://fay114514.itch.io
- Tony Kitching | Level Design
- https://paradox2419.itch.io
- Mingsi Xie(Mavis) | Artist
- https://xxxnon.itch.io/
Developed in GBStudio during my MSc Computer Games Programming at Goldsmiths University of London for the Approaches to Play 1 module
Blood Lavender
Made in Collaboration with Linzhi Wei
Developed in Unity during my MSc Computer Games Programming at Goldsmiths University of London for the Games Programming 1 module
Click the Switch to play! (Unsuitable for Mobile)
Click the Switch to play! (Unsuitable for Mobile)
C++ Lindenmayer System Generator for Game Tooling Pipelines
- L-System Generation with 3D visualisation built using ImGUI and OpenGL with GLFW 3 and GLM.
- Features parameters which are hotkey-able realtime and a .OBJ model export to provide a starting point for vegetation for 3D modellers.
- Model export functionality does not work on Web as the application is not designed to function in a website.
- Produced for Coursework 1 of my Mathematics for Games and V&AR module during my MSc Computer Games Programming at Goldsmiths University of London.
- A model of an L-System based on the work of Aristid Lindenmayer as described in The Algorithmic Beauty Of Plants.
- Developed using C++ and ImGUI.
- Provides a display and an accessible GUI interface for configuration of L-System properties, namely the initiator, generator, angle and iterations - traversable through hotkeys.
- 3D Visualiser interface with WASD control, space and shift for elevation and left click mouse drag for head rotation.
- Data-Driven JSON Implementation, allowing for new L-Systems and with premade presets.
- OBJ Model Export of generated L-Systems.