Bottle 'Em is a first person tower defence game in which you must defend your bar from waves of angry patrons using a variety of traps and weapons. Either by yourself or with friends you will travel through a variety of time periods, unlocking and upgrading new equipment to help yourself in your epic adventure.
A recreation of an old game jam game . Whilst this game was a passion project for me it has also taught me a number of lessons when it comes to game development and has led to me becoming a more thoughtful and forward planning developer.
This is a team project and my role in this game has been as the programming lead. I was responsible for planning out and developing the functionality of the game. Two areas I am particularly proud of, however, are the finite state machine being used to run the enemy AI as well as the multiplayer functionality.
A game jam game in which you must try and infect a city with the zombie plague. Lead your horde of zombies against the panicked civilians and the police officers desperatley trying to defend them. If your zombie is slain simply switch into a new one and continue the rampage.
Patient zero was developed in the 2018 Global Game Jam based on the theme of trasmission. Wanting to make something slightly different from my usual game jam game I decided to create a third person game with a large level size. The game came from the idea of being able to switch between characters upon death and developed from there.
My role in this project was the programming lead. I was responsible for the planning and developing of the game's functionality as well as delegating tasks to the other programmers on the project. The majority of my time of this project was spent developing the AI and combat systems for both the player and the NPCs within the game. This project was a fantastic experience as it challenged me to create an AI system that would work with a large number of entities.
A game jam game where you play as a fairy stuck in a puddle during a rainstorm. Ride a leaf over waves to dodge a variety of falling objects and survive as long as you can. Make sure to collect as much fairy dust as you can to help increase your score.
Puddle trouble was developed in the 2017 Global Game Jam based on the theme of waves. This project was the first time I had worked as a sole programmer with a team of artists. This gave me a lot of freedom to develop and code in my style but this also led to this being the hardest game jam I have taken part in so far.
The main challenge of this project was the waves, with a short time frame and no help, simulating 3D water was an impossible task so instead I used expanding models to represent ripples coming from impact points on the water. While it did work this led to the game slowing down as it went on.
Aside from the waves my main pride in this project comes from the scene manager that controlled the overall flow of the game. This was my first attempt at something like this in a project and I was very satisfied with the outcome.
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Bottle 'Em The original version of Bottle 'Em developed during a 2017 game jam. Defend your bar by throwing bottles at waves of angry patrons. The longer you survive the more money you make, which can be spent to upgrade both your weapons and your character.
Bottle 'Em was one of the first group projects that I worked on, it was also my first proper Game Jam. The theme was beer which I linked with two core concepts; the level was a wild west saloon, and the health potions were alcoholic and could get your character drunk.
My role in this project was the programming lead. I was responsible for the planning and developing of the game's functionality as well as delegating tasks to the other programmers on the project. My main contributions in terms of programming on this project were AI system and the character controller.
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trailer for the gameGlobal Defence Force was a game jam project created back in 2017. It was a VR game in which one playing using a VR headset must battle through a city to try and defeat a rampaging monster controlled by another player on a computer.
This was a highly experimental project in many ways. After the games jams of Bottle 'Em and Puddle trouble in which the team had placed second and first respectivley it seemed like the time to try something bold. So the idea was to build a multiplayer game incorporating VR in 48 hours.
The experimental factors did not end with VR. GDF was to have destroyable buildings that the monster could tear down, climbing mechanics on the player and for a challenge our 3D modeller made all the models for this game using Minecraft.
My involvement on the game was mainly focussed on the monster controls, before eventually taking over and finishing the climbing mechanics. I also helped make the intro cinematic for the game using the Unity cameras. Whilst we did get all the core mechanics finished the game was sadly never finished.