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Group projects

My most relevant cross-disciplinary game projects and my main contributions to each of them

Echoes in the Murk (under development)

  • Genre:
    Isometric Co-op Action Adventure
  • Reference game:
    Ship of Fools
  • Timeframe:
    7 weeks (35-40hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers, 4 audio producers
  • Engine:
    Dream Engine (Our team's custom engine)
  • Libraries I'm working with:
    Simple DirectMedia Layer, Nvidia PhysX, DirectX11, Wwise

My Main Contributions (planned so far):

  • Universal gamepad support using SDL3
  • Wwise SDK setup & implementation
  • Minimap system with dynamic Points of Interest and culling radius
  • Heatmap and world Level of Detail system
  • Continued development of my deferred rendering decal system
  • UI programming and state stack management

Blacksite: Deep Horizon

  • Genre:
    First Person Shooter & Wave Defense
  • Reference game:
    Titanfall 2
  • Timeframe:
    14 weeks (20hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers
  • Engine:
    Dream Engine (Our team's custom engine)
  • Libraries I worked with:
    Nvidia PhysX, DirectX11

My Main Contributions:

Order of the Roses

  • Genre:
    Isometric Action RPG
  • Reference game:
    Diablo 3
  • Timeframe:
    10 weeks (20hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 2 procedural artists, 2 level designers, 4 audio producers
  • Engine:
    Dream Engine (Our team's custom engine)
  • Libraries I worked with:
    DirectX11, WWise, ImGui

Old Projects

Carl Off Duty

  • Genre:
    Isometric Action RPG
  • Reference game:
    Tunic
  • Timeframe:
    8 weeks (20hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 3 level designers
  • Engine:
    The Game Engine (TGA's own engine)
  • Libraries I worked with:
    bass, nlohmann json

My Main Contributions:

  • Enemy AI with state machine behavior, object pooling and factory pattern
  • A-star 2D grid pathfinding algorithm
  • Environmental game objects (e.g. checkpoints, doors, level transition triggers)
  • Animation playback and state management
  • SFX & BGM playback using bass

Desolate Soul

  • Genre:
    Side-scrolling(2.5D) Action Platformer
  • Reference game:
    Ori and the Blind Forest
  • Timeframe:
    12 weeks (20hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 3 procedural artists, 3 level designers
  • Engine:
    The Game Engine (TGA's own engine)
  • Libraries I worked with:
    ImGui, nlohmann json

My Main Contributions:

  • Player controller
  • Collision management
  • Environmental game objects (e.g. platforming hazards, moving terrain that squishes the player, platforms that allow falling through)
  • Animation playback and state management

hAIst

  • Genre:
    Isometric Mobile Puzzler
  • Reference game:
    Lara Croft GO
  • Timeframe:
    6 weeks (20hrs/week)
  • Team:
    6 programmers, 4 graphical artists, 3 procedural artists, 2 level designers
  • Engine:
    Unity

My Main Contributions:

  • Environmental game objects (e.g. movable pillars, breakable floors, laser hazards, elevators)
  • Dynamic swipe input calculations to determine correct player movement direction regardless of camera angle

Astro Chase

  • Genre:
    Infinite Runner & Platformer
  • Reference game:
    Temple Run
  • Timeframe:
    6 weeks (20hrs/week)
  • Team:
    5 programmers, 3 graphical artists, 3 procedural artists, 2 level designers
  • Engine:
    Unity

My Main Contributions:

  • Pickup & power-up programming
  • HUD UI programming (level progress bar, coin counter, hp counter)
  • Collision management
  • Script configuration & functional game object placement in levels