During my time at University and college I studied a varied amount of subjects.
Here are some of the more notable coursework pieces I worked on.
My dissertation started as a tool to scan and identify real world buildings and place a 3D model ontop of them in augmented reality. At the end of 2020 progress on 3D tracking real world objects was still very limited and even though I managed to scan objects fairly well, placing a 3D model ontop of them and tracking it to camera movements was never something I could crack.
Due to the limitation of technology, I asked to refocus my dissertation onto another project I was working on in my free time.
That project was the University Call of Duty league, and more specifically a seeding tool that combined as many peices of data as possible to rank individual players and teams to create a fair and well seeded tournament that could be adapted to other University esports titles.
The issue with University esports is that every year players join and leave teams as they move forward in their education. Teams at the top of the leaderboards rarely stay there after one of their players graduate. This seeding system merged unreliable in-game information with a more hardcore ranking gained by playing on external platforms. This was then incremented on after every university matc, gaining or losing points based on the rank of their opponents and the score of the match. A close win against a lower ranked team would give you minimal points, when winning convincingly against a higher ranked team you could gain a much larger amount of points.
Both of my higher educational courses had a strong focus on game design, as that's the industry I thought I would go onto for my career. Below are a few showcases of games or engine features I developed. This first showcase is how I implemented rain, wetness and puddles into Unreal Engine, my goal was to syncronise raindrops and ripples.
One of the first programs I developed from scratch was a character sheet tracking tool for a tabletop roleplaying game called Dungeon World. It was a very basic tool which boiled down to a glorified calculator.
The first game I developed was in Unreal Engine. The aim of the game was to search for clues while walking around a lovecraftian horror island in the north sea. It ended up being a showcase for the gameplay mechanics I had learnt over the last year.
During my later years of Uni I started working on making games from scratch, without a prebuilt engine to start with. I developed multiple projects that can still be found on my itch.io account. They were primative to start with, but we soon started making more complex systems.
One of my final projects was a top down puzzle game based on the shining. This was developed completly from scratch in a small team of 3.
Dispite our team being the smallest in the class, we recieved one of the highest marks for the project.
During my time in Chichester College and the University of the West of England I studied 3D modelling in a variety of software.
Here are a small collection of items I modelled in 3ds Max, Maya and blender.
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