Evercore Heroes
July 2022

Evercore Heroes was a multiplayer co-operative MOBA-esque team-based PvP game in the vein of League of Legends that I shipped during my time at Vela Games
Read moreEvercore Heroes was a multiplayer co-operative MOBA-esque team-based PvP game in the vein of League of Legends that I shipped during my time at Vela Games
Read moreI used Go to make a discord Idle RPG Game called Squeeshie Idle RPG. It was only used amongst friends and never released, though I plan to come back and continue its development. It uses Go with the Discord websocket API via https://github.com/bwmarrin/discordgo. User data is saved as JSON to a Postgres database. It was hosted on GCP and also has integrations with Prometheus, Grafana, and Alert monitoring
I used Boids for the Enemy AI in a half-finished 3D Arena Puzzle Shooter I made using Godot, with some enemy waves and a little skilltree
For Global Game Jam 19 I joined up with a few of friends and made Country Roads using Unity, a local party game for up to 4 players in which the goal is to get home. I did a lot of little tasks but I was primarily responsible for the end-of-game grave system, the menu, and gamepad control system.
As part of a university module “game jam” myself and a few others in my team were given a random theme from a generator and had to make a game based on it within two weeks. That theme was fondling crabs in an underground bunker. I was primarily responsible for the enemies, pathing with splines, and one of the maps, while also helping out generally.
Cowboys is a networked, turn-based startegy game where you control a team of 5 different cowboys and battle it out against another player. Written in C++17 for a university module. I was primarily responsible for creating the networking system and other engine architecture, such as multiple audio backends, state manager, message queue, and signal & slots.
For a university module myself and a friend made a 3D platformer in Unity in which you fight slimes, ultimately fighting the slime king. I was responsible for the Slimes and their combat system, UI, pickups, the platform system, one of the levels, shaders, lighting, and other various scripts and systems.
Read moreAs part of a university module “game jam” we used already-existing assets to create a new game in 2 weeks, in a small team. I was primarily responsible for everything player-related, including a game-pad control system, while also helping out generally in other areas.
As part of a university module “game jam” we “demade” splatoon in to a retro version over a couple of days. I worked with a team of a few others to create it, in which I handled technical features such as the painting mechanic, and making it multithreaded to ensure smooth gameplay, as well as the weapons themselves and some other player functionality.
Read moreBirdman is a simple interactive story game based on the birdman movie. Written in C++17 for a university module. I was primarily responsible for the UI, the interactive dialogue system using lambdas, and other engine architecture.