Academic Projects

Scheduled Fun

Project Type: Group - Ryan Pedder, Heather Williams, Luke Pedder, Abbas Khan, Emma Goss, Jamie Wedge, Oscar Pullin & Edward Moss

Platform: PC, Xbox One & PS4 (Game)

Software and Services Used: Unity, Visual Studio, C#, OBS Studio, Perforce, P4V, Microsoft Office, Autodesk 3DS Max, JIRA, Confluence, Caustic & GIMP

Description: For this assignment, I was tasked with leading a team to create a final portfolio piece to conclude our last year of University. Scheduled Fun is the party game we decided to build.

The project contains the following features:

Wheicle

Project Type: Individual

Platform: PC (Asset Package)

Software and Services Used: Visual Studio, C#, Unity 2018, GIMP, Perforce & Blender 

Description: For this assignment, I was tasked with creating an asset package to publish onto the Unity Asset Store. Wheicle is a tool that allows users to quickly set up vehicles within Unity. 

The Wheicle rigging tool has the following features:

Tank VR

Project Type: Group - Austin Pinheiro & Abbas Khan

Platform: Android (VR Game)

Software and Services Used: Unity, C#, Perforce, P4V, Microsoft Office & Google Suite

Description: For this assignment, I was tasked with creating a VR game in Unity. Using Unity, Autodesk 3DS Max & C# we created an Android VR tank game where the direction the user is facing controls the rotation of the turret. In addition to the VR Controlled Reticle, the game supports gamepad controls for movement & firing. A lot of time was spent ensuring that the game ran smoothly on Android devices as VR is quite intensive.

Tower Stacker

Project Type: Group - Luke Pedder & Abbas Khan

Platform: Android (Game)

Software and Services Used: Unity, Visual Studio, C#, OBS Studio, Perforce, P4V, GIMP, Google Suite, Google Play Games Services, DaVinci Resolve & Microsoft Office 

Description: For this assignment, I was tasked with creating a small arcade game within Unity. This was a group project and as such the workload was divided accordingly. I worked alongside Luke to create the functionality & art elements. Using Unity, C# & Google Play Games Services we created the game shown in the video above.

District 16

Project Type: Group - Kyle Tugwell & Abbas Khan

Platform: PC (Game)

Software and Services Used: Unreal Engine, Blueprints, Perforce, P4V, Autodesk 3DS Max, Microsoft Office, Confluence & JIRA 

Description: For this assignment, I was tasked with creating a level in Unreal Engine around an underground bunker theme. I mainly focused on functionality & Kyle focused on the art. The level was inspired by FPS titles such as Half-Life & Portal which contain a puzzle element in addition to the general gameplay. This assignment was a great learning experience as I became more familiar with Unreal Engine. I also became more familiar with Confluence & JIRA to document and organise group work. 

Advanced AI

Project Type: Individual

Platform: PC (Tech Demo)

Software and Services Used: Visual Studio, C#, Unity 2018 & Perforce

Description: For this assignment, I was tasked with creating a scenario with reactive ‘Guard’ AI agents and a planning based ‘Spy’ AI agent. I created a Behaviour Tree System that served as the backbone for the Guard AI. For the Spy AI, a Goal-Oriented system was created that allowed the AI to perform planning. In addition to this, both AI contain Knowledge Management functionality, Sensory Systems & use Unity's Gizmos class for visual representation. 

HL Programming

Project Type: Individual

Platform: PC (Tech Demo)

Software and Services Used: Visual Studio, C++, ImGui, FMOD Audio Library, GLM, GLEW, GLFW, OpenGL, Bullet Physics Library & Perforce 

Description: For this assignment, I was tasked with creating a small scene that demonstrated a 3D simulation of boids. I created an Entity Component System which allowed each entity to have their own components. In addition to each boid having their own steering behaviour through the brain component, there is also an overall flocking behaviour allowing for herd-like movement. ImGui allows for editing of the parameters regarding the flocking behaviour & the general steering behaviour. Sound Effects & Background Music were added through the use of the FMOD Audio Library. MD5 models were used for representation alongside the Gizmos from the UOG Framework Library.

The Mission

Project Type: Individual

Platform: PC (Game)

Software and Services Used: Unity, CryEngine, Unreal Engine, C++, C#, Microsoft Office, SourceTree, BitBucket, OBS Studio, Visual Studio, MonoDevelop & DaVinci Resolve

Description: For this assignment, I was tasked with creating a level in Unity, CryEngine & Unreal Engine with a focus on Level Design. Inspiration was taken from GoldenEye, Splinter Cell & various other spy-oriented games.

Graphics Programming

Project Type: Individual

Platform: PC (Tech Demo)

Software and Services Used: Visual Studio, C++, ImGui, FMOD Audio Library, GLM, GLEW, GLFW, OpenGL & Perforce 

Description: For this assignment, I was tasked with creating a demonstration of deferred rendering that utilises a G-Pass and a separate Light Pass. I created a small scene that demonstrates deferred rendering, utilises a G-Pass and makes use of a Light Pass with lights treated as physical volumes. In addition to this, a light editor was created with ImGui to allow for modification to the lights within the environment. A stencil pass was also employed to remove unnecessary calculations, and as a result improve the framerate to maintain a consistent performance. Audio was also implemented in the form of sound effects and background music alongside a small animation sequence.

LL Programming

Project Type: Individual

Platform: GBA & Nintendo DS (Tech Demo)

Software and Services Used: Visual Studio, C++, GIMP, No$GBA Emulator, Mappy & Perforce 

Description: For this assignment, I was tasked with creating a small sprite-based game scene and a particle effect system targeting Nintendo Gameboy Advance or DS hardware. I created a sprite scene that showcases handling of multiple sprites, correct z-ordering, a tile map for background sprites, background scrolling and a player-controlled character with sprite animations. In addition, a particle system editor was created to demonstrate that a high number of particles can be rendered without diminishing the framerate of the scene. Audio was also implemented as an extra feature.