Skalv

A Doom-inspired first person shooter, packed with high-paced demon killing action.

  • Duration: 9 weeks, half time
  • Team size: 12 people
  • Language: C++ and Lua
  • Engine: Custom engine

My contributions

  • Decals
    • Worked on implementing light meshes for the decals so that we could really increase the amount of decals we could have.
  • Directional light shadows
    • Added shadows to the directional light and added a very simple softness to them to really make the environments pop.
  • Animation programming
    • I improved upon the animation system from our previous game, and helped in making the enemy prototypes animation driven instead of timer based.
  • PhysX implementation
    • Replaced our existing collision detection system with PhysX collision and merged our pre-existing character controller with the PhysX character controller, making it easy to control them using steering behaviours.
  • Weapon rendering
    • Made sure that the weapon would always be rendered on top even while it was actually inside walls, without breaking our light mesh setup. This was accomplished by rendering the weapon twice, once with a separate depth buffer.
  • Scripting
    • Added a system for setting Lua script variables like entity references and numeric values in unity and exporting those so that we could use them in the engine. 
  • Visual effects
    • Implemented FXAA and SSAO, and the damage shader that reddens the screen when the player has low health


Ulv

A top down hack 'n' slash with focus on great gameplay and visual appeal.

  • Duration: 10 weeks, half time
  • Team size: 12 people
  • Language: C++ and Lua
  • Engine: Custom engine

  • Download from IndieDB

    My contributions

    • Recast/detour implementation
      • Added navmesh generation and pathfinding to the game using detour.
    • Spotlight shadows
      • Made the spotlights cast shadows to add some depth to the environment.
    • Animation programming
      • Created the animation system used to animate our characters and made the AI animation driven.
    • Steering behaviours
      • Implemented steering behaviours for moving the characters along the navmesh.
    • Scripting


    Cloud Racers

    Our first 3D game, a free-fly racing game in a city in the clouds.

    • Duration: 10 weeks, half time
    • Team size: 12 people
    • Language: C++
    • Engine: Custom engine

    My contributions

    • Rendering pipeline
    • Deferred renderer
    • Pointlight light meshes
    • 3D GUI
    • Level loading
    • Entity-Component-System


    Riverboat Miner

    A top-down adventure game about blowing stuff up and traveling down a river in search of riches. 

    • Duration: 6 weeks, half time
    • Team size: 10 people
    • Language: C++
    • Engine: TGA2D

    My contributions

    • Level loading
    • UI
    • Shop and inventory management
    • Mining


    Kirby's Inferno

    A story about a girl and a ghost escaping the underworld together.

    • Duration: 8 weeks, half time
    • Team size: 9 people
    • Language: C++
    • Engine: TGA2D

    My contributions

    • Level loading
    • Box2D integration
    • Spriter animation system integration


    Aesirbane

    A Shoot-em-up game where you play as Embla, a shield-maiden who has fallen in battle and challenges the gods to earn special status in Valhalla.

    • Duration: 8 weeks, half time
    • Team size: 9 people
    • Language: C++
    • Engine: TGA2D

    My contributions

    • Collision detection
    • Final boss battle against Odin
    • Level loading


    Bedtime Saga

    A point 'n' click game about searching your house for your missing dad so he can read you a bedtime story.
    • Duration: 8 weeks, half time
    • Team size: 10 people
    • Language: Lua
    • Engine: Löve 

    My contributions

    • Partially responsible for inventory management
    • Item interaction system
    • Rat maze puzzle
    • Object rendering logic
    • Various shader effects
    • Misc sounds