At the request of a friend, I am making a roguelite in GMS (GameMaker Studio). This is a pretty large project that involves real time combat in a randomly generated maze, with increasing levels of loot and difficulty until the player reaches and defeats the final boss, but respawning with nothing if they die before then.Read More
In the summer of 2015, just before I started my University course, I started work on a mobile casual endless runner.
Although the project was 90% finished, I never got it to a releasable state, and in the end it took a back seat to my University studies. However through my learning since then, I am working on it from scratch as a side project from my University Work and the Roguelite.
I have some experience in the Source Engine, both via the inbuilt Portal 2 editor and Source Engines SDK, known as Hammer.
I have a published Portal 2 level made using the games inbuilt editor, and am currently making a map for Counter Strike: Global Offensive, Valve's main first person shooter, as well as a gamemode for DoTA 2, an RTS/MoBA game based off the Warcraft 3 Mod.
To see published works or when I publish new projects, click the button below, or the image to the left.
As part of my University coursework involved the Cocos2D framework, I decided to upload these onto itch.io (an online games marketplace) both as a porfolio piece (it can be obtained for free and includes source code), as well as a fundraiser for the art for my larger projects.
The two games in the Cocos Collection are Minesweeper, a classic game in which you must find a certain amount of mines in a grid, and a sliding puzzle game in which you must correctly rearrange a scrambled image.
During January 2016, my main University Campus hosted a Game Jam that was part of Global Game Jam 2016.
This involved making a game with the theme "Ritual" in a weekend. Although I personally feel the project was a disaster, it was a good learning experience and shows what can be achieved in 48 hours.
I also learnt a lot about teamwork and how failure is a part of game development, as well as the boundary of my own working limits.
My first game development experience involved working on a RPG/First person shooter. The game was intended to be made in Unity and was my first attempt at making a game.
Through this I learnt basic programming, and a lot about success/failure, marketing and criticial reception.
The game had a kickstarter that we pulled for fear of commitment, and was on the front page of a main DayZ forum for a week where we discussed the game and learnt a lot about developer/customer relations.