My Background
I am a Unity Specialist Game Developer, Designer and Software Engineer
Programmer Intern at Lost Wanderer GamesCurrently I am an MSc Computer Games Programming Student at Goldsmiths University
King's College London Computer Science BSc Graduate
Marching Cubes Procedural Terrain UE5 Blueprint Implementation
A 3D Procedural Mesh Generation Editor Tool complete with a Blueprint only 3D Perlin noise
This project allows the rapid prototyping of unique and highly configurable 3D Meshes.
The Terrain is an implementation of the Diamond Square Algorithm
Developed during my MSc Computer Games Programming at Goldsmiths University for my Programming for Game Engines Module at Goldsmiths
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
Blood Lavender is a demake of White Lavender, a bug-themed souls-like game.
The primary goal of our design and implementation was to provide a successor to White Lavender:
- Conceptual, in that we analyse the original game and use player feedback extracted from Steam Reviews in order to improve.
- Chronological, as our story and character design are set after the events of White Lavender.
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)
Tip: Zoom out if you cannot see the Unity Fullscreen button
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.