Dynamically Generated and UV Mapped Minimap
This system continuously projects the static environment near the player onto a texture using top-down orthographic projection. As a form of optimization, the environment is only re-rendered when the player moves beyond the bounds of the previously rendered area or toggles the minimap zoom level lerp. That texture then serves as the basis for rendering accurate map topology (e.g. height data) and is dynamically culled in an HLSL shader based on the minimap's current radius relative to the player's world position. The much smaller minimap then translates its 0-1 UV coordinates to the unculled region of the full environment texture, ensuring correct scale and orientation on the HUD, while also adjusting the position and scale of any other sprites placed within the minimap context.
Battle Royale Simulation Using Heatmaps
(The simulation running below is a GIF image, keybinds will not work)

My focus with this project was to showcase a more advanced way to utilize heatmaps than simply for data analysis, which is their most common use case. The project consists of a simulator running in a 2D game world representing the top down map view of a Battle Royale game. The simulator emulates full rounds of a generic Battle Royale game, using custom built algorithms to sample data from an array of heatmaps to control where the safe zone shrinks toward and where to spawn new game objects. The heatmaps are heated up by a procedurally generated weather system, game object spawn locations and the AI pawns' actions during the simulation.
Advanced PhysX Based FPS Movement

An FPS player controller built to imitate the feeling and flow of the player movement in Apex Legends and Titanfall 2. Everything from friction and air control to more unique mechanics like crouch sliding to maintain momentum and traversing elevation using the iconic grappling hook.
Diablo 3 Inspired Enemy AI System

A robust AI system, developed in a short time frame, focused on emulating the behavior of the enemies in Diablo 3. The goal was to recreate the concept that enemies adapt to the flow of battle to aid each other and fight together to try to defeat the player, rather than acting as isolated entities.
A-Star NavMesh Pathfinding and Funneling

A clean and efficient implementation of the A-Star algorithm and an accompanying funneling algorithm, used for finding the shortest path on navigation meshes.
Deferred Rendering Decal System

An implementation for dynamically painting textures onto 3D geometry in runtime using deferred rendering, integrated with our custom built engine's level editor workflow.