Play your way Casino (Solo)

This upcoming project is designed to be played as both a normal 3D PC game and a VR title.

It will have three different casino games for players to try with a full upgrade system that builds the casino around you.

Slots

The first of the three playable games, Slots. These spinners allow for probabilities and different payout rewards.

Roulette

The second of the three playable games, Roulette. This is completely random and uses both animation and physics to pull off the effect.

Level Design Iteration

On the left is the original size and scale of the project. This wasn’t ideal for the vision for the project. While the space was more than adiquate to fill the requirements for the three planned games, the scale was too small for a casino. While the right hand picture is not anywhere near completion it shows the difference in scale and gravitas that is more familiar with these kinds of buildings.

This doesn’t mean that the left won’t make an appearance in the game as it will be a good way to show progression to the player, by building up their surroundings.

Virtual Reality

As stated previously, the project is designed for both standard 3D and VR capabilities and currently only has limited functionality but this is a key part of the final product.

Splash ‘n’ Dash (Gamejam)

This project was originally a submission for a game-jam that I hosted with the aim of creating fun and engaging. The theme was “Waste not, Want not” ans that is represented in the game from the limited amount of ammo.

The game itself was originally designed for multiplayer. However due to time constraints and lack on knowledge, it became a single-player target shooter for the game-jam submission. However, this project will be updated at a later date to include full multiplayer functionality.

Download from

Itch.io

I’m Alright (Group)

This group project was inspired from a group interest in horror games. This game tackles themes such as mental health.

Roles
Jonathan – Producer, Lead Programmer and Lead Designer
Sam J – 3D modeler and Level Designer
Sam C – Programmer
Nathan – Script and QA
David – Voice actor, Lighting and programmer
James – Soundtrack

My specific responsibilities during this project were: Managing a team of people, Making sure they all met their deadlines using Trello, Manage version control using GitHub, Enemy AI using Inverse Kinematics and Unity Navmesh, Unity UI and General Unity Management.

Download from Itch.io

The Awakening Of Thorus (University)

This is a combined effort of a year long university project. My role was Technical Lead. I was responsible for all of the programming and combination of the entire project. This became more difficult when dealing with the Global Pandemic but I believe it came together quite nicely considering.

My role specifically consisted of the programming of these aspects of the game.
– Player movement (Dash, Teleport and Double Jump)
– Weapons (Created a IDE Weapon creation and modification system,  Grenade)
– AI (Movement (Raycast, point-based and Navmesh), Attacks (State-machine, Enemy variation dependent on difficulty))
– Optimization (Object pooling, Asynchronous Level Loading, Occlusion)
– Difficulty (Easy, Medium and Hard settings that effect quantity and health of all enemies)
– Narrative (Subtitles, Voice line system and triggers)
– Puzzles

 

Download from Itch.io

 

 

The Awakening of Thorus Design Document

Floor Uproar (University)

As the first project that I have made in the Unreal game engine, I found this enjoyable and interesting to make. Learning the terminology and methods was simpler than I had expected, but my prior experience from Unity helped a lot. This is a polished version of my Unreal submission.
Everything but the 3D models were designed and implemented by me. The core programming of this project was created using Unreal Blueprints. This included AI movement and difficulty, changing material color, different speed restrictions, and a music changer. This is as well as the main game-play of the game using spline based movement which allows the player and AI to follow the set track.
This idea could easily be expanded upon, with new level designs and customizable difficulty settings.

Floor Uproar

Hidden World Tour: AR (University)

In this University group game, my role was the Producer and Lead Programmer. The idea for the game was to create a fun and engaging game for the elderly. This led on to this 5-person team creating this Augmented Reality game where the player has to look around the environment to discover all the items on the list.
The game was initially made with using the Vuforia Augmented Reality engine within Unity3D but was converted into Google’s AR Core instead. This was a personal project undertaken by myself to convert it into this new system.
My role in the team was producer that unfortunately had to take over the technical aspect of the project after a member of the team dropped out the development. Technical aspects that I worked on were: Fully interactive main menu, Random object placement for the hidden object in the level, UI and AR Implementation. (Besides the update to AR Core)

Download from

       Google Play   or    Itch.io

Hidden World Tour AR

Xoterra: New Earth (Sixth Form)

Here is one of the first 3D project I had worked on. This Sixth form project taught me how to lead a group of people and set the basics of my love of code, even if it wasn’t the most complex at this time. This was also my introduction to the game engine, Unity3D.
My role in the project was the lead programmer. This consisted of working on the Puzzle design, Environmental effects, Flight controls.

Xoterra: New Earth