Kachiku Level Editor

February 2018

Image of 'Kachiku Level Editor' Project

Kachiku is a university project that has been worked on across two different years by ~50 different students. Myself and 3 others inherited the level editor project made with Unity for the game and were tasked with improving it.

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Squeeshie IDLE RPG

October 2024

Image of 'Squeeshie IDLE RPG' Project

I 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

NES CPU Emulator

October 2020

Image of 'NES CPU Emulator' Project

I built a NES CPU Emulator called SCONES using C++17 (well, it was meant to be a full emulator, but I only got as far as the CPU 😂)

It uses an instruction table that leverages a templated function pointer as a non-type template parameter to create multiple different functions for each type of instruction, and has tests to ensure the CPU is working correctly

Engine27

September 2019

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Engine27 was a 2D game engine written in C++17 that I worked on with a friend, using DirectX 11 and Win32. The DirectX Renderer is fully working, capable of sorting and drawing 100k transparent sprites at 60fps with minimal draw calls due to instancing and texture atlas support

Warband - Perisno

September 2013

Image of 'Warband - Perisno' Project

Perisno is a mod for Mount & Blade Warband. I was part of the modding team for several years as the main programmer. Perisno is ranked #25 out of over 25,000 mods on ModDB with almost 600,000 downloads, with another 60,000 downloads from NexusMods. Perisno has 150,000 subscribers on Steam Workshop where it is the ranked #6 for the most subscribed and #7 for the top rated mods of all time for Warband. (Stats as of 2019)

Godot Shooter

April 2024

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

Platform System

October 2017

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I made a system in unity to create nice platforms for the 3D platforming Slime Game with helpful debug displays, a variety of controls, smooth catmul-rom spline interpolation, and other polish like tilting based on the players position on the platform and sine wave offsets.

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Country Roads

January 2019

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.

Crabs Tower Defense

October 2018

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

February 2018

Image of 'Cowboys' Project

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.

Slimes

November 2017

Image of 'Slimes' Project

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.

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