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:
2 Game Modes - Arcade Mode and Board Mode
15+ Minigames
Player Customisation
Bright & Colourful Art Style
4-Player Local Multiplayer
Multiple Controller Support (Dualshock 4, Xbox One, Xbox 360)
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:
Full Vehicle Control
Multiple Drive Types (RWD, FWD & AWD)
Manual & Automatic Transmission
Skid Mark Trails
Suspension & Anti-Roll Bar Functionality
Brake, Reverse & Front Lights
Turbo & Exhaust System
Basic Speedometer & HUD User Interface
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.
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.
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.
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.
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.
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.
CryEngine Level - Opening FPS Sequence
Unreal Engine Level - Third-Person Stealth Sequence
Unity Level - Vehicle-Based Action Sequence
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.
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.