Language: C++ and JSON
The Fiea GameEngine (new name pending) is built on top of a custom dynamic hierarchical database with data-driven objects stored in tables to form trees. JSON files can be used to load in game objects as well as set up interactions both internally and between objects. Although the system can be used in conjunction with raw C++, the engine's aim is to have as much of the would-be C++ code be fully represented by JSON.
Language: C++ and JSON Development Time: 1 week
Engine: Fiea GameEngine Role: Engine Programmer
Team Size: 8
Responsibilities:
Updated and managed engine code base
Scripted UI functionality via JSON file
Instructed team members on how to use the game engine codebase
Using the GameEngine I created over the Spring 2024 semester, me and a team of 7 programmers created a Vampire Survivors-inspired game.
Language: 68K Assembly
Using 68k, sort provided files (without using sort in place).
Language: 68K Assembly
Subroutine that with provided inputs, can print specified chunks of a bitmap at a specific locations. Works with 32-bit bitmaps.
Language: C
Compressor takes in a specifically formatted file of vertices, outputs a bitstream file of verts x,y,z with specific user defined bit counts ranging from 5-16 bits.
Decompressor takes the compressed file calculates the RMS error of the vertice data.
Language: C and 68K Assembly
Writer (written in C) produces a binary file containing N (user defined) sections of data. Application outputs a text file containing statistics of the data produced.
Reader (written in 68K) takes in writer output file and prints the statics of the data provided. (Same as reader statistics text file).
Language: C
Creates a word find of 20x20 or 30x30 specified by user and provides a selection of word categories for the user to choose from.
Provides a hint system.
Language: C
Utilizing OpenGL, created a clone game of Pokémon Red version in the span of 2 weeks. The clone features a randomized team of Pokémon to battle against a random Trainer. The goal of the project was to create as faithful of a recreation as possible with the time provided.
Engine: Unity Development Time: 2 weeks
Language: C# Role: Programmer
Team Size: 4
Responsibilities:
Disc system and physics
Character Controller
Sound Events
A lone janitor undertakes the task of freeing the Disc lifeform from the research lab.
Engine: Unity Development Time: 2 weeks
Language: C# Role: Programmer
Team Size: 5
Responsibilities:
File system backend architecture
File system gameplay interactions
Character controller
Scene auto-setup tools
Use the power of the file system to reach your cat and feed him. Aim of the game is to educate people on how file systems work.
Engine: Unreal Development Time: 2 weeks
Languages: Unreal Blueprints Role: Programmer
Team Size: 5
Responsibilities:
AI system and behaviors
System to customize AI behaviors
VA recording / editing / scripting
Navigate your way through a lab using your mutant powers of invisibility to escape. Gameplay is focused on narrative and telling what is happening to you and other test subjects.