NOTE: this is my portfolio as it was when I graduated, in the hopes that it is a useful example for future students.
My current portfolio can be found at http://codetrip.weebly.com/portfolio.html
These are brief descriptions of the most important projects I've worked on. For a more exhaustive list, see the Projects page. Unless otherwise noted, I was the sole developer on these projects.
Games | Game jams | Graphics | Other | Grades | Awards
My current portfolio can be found at http://codetrip.weebly.com/portfolio.html
These are brief descriptions of the most important projects I've worked on. For a more exhaustive list, see the Projects page. Unless otherwise noted, I was the sole developer on these projects.
Games | Game jams | Graphics | Other | Grades | Awards
Honours Project
|
Generating and Solving 3D Nonogram Puzzles (C++, HLSL)
For my honours project I wanted to do something no-one had done before. Other people have written 2D nonogram generators and solvers; I came up with a way to generate 3D puzzles and wrote a series of solvers which deduce the solution using the same techniques that human players use.
|
Games |
AMPS - A Musical Platforming Symphony (C++)
|
Perspective Detective (C++)
|
Super Speed Neo (C#)
|
PongOut (C++)
|
Deep Trouble (C++)
|
Oh God Why (C++)
|
Game Jams |
Micro Pico (Lua)
|
Need For Seed: Undergrowth (Lua)
|
Well I'm Not A Monster (C#)
|
Spirit Shift (GML - GameMaker Language)
|
Graphics Programming |
Particle FX Editor (C++)
|
Procedural Methods (C++ and HLSL)
|
DirectX 11 Shaders (C++ and HLSL)
|
OpenGL Scene Rendering (C++)
|
Other |
ClassGen - Language and compiler (Yacc, Lex and ANSI C)
|
Threaded Quad-Tree (C++)
|
Pathfinding (C++)
|
Grades |
Year 1 (2012-2013)
- Programming in C++: A20 [out of 20]. An introduction to C/C++.
- Computer and Graphics Architectures: A20. Making games for the Game Boy Advance. Game loops, input, rendering.
- Applied Mathematics 1: A20. Kinematics, momentum, forces, centroids, SHM, calculus, complex numbers, matrices.
- Media Production for Games: A18. Modelling 3D assets, developing Flash games in ActionScript3.
- Console Game Development: A20. Making games for the PlayStation Vita. Spacial partitioning, Box2D.
- Graphics Programming: A20. OpenGL, hierarchical modelling, skyboxes, lighting, stencil buffer, shadows, reflections.
- Applied Mathematics 2: A20. Numerical methods, 2nd order ODEs, rigid body motion, quaternions, raytracing.
- Computer Operating Environments: A20. Threading, mutexes, condition variables, channels, benchmarking, quadtrees.
- Pathfinding in Games and Agile Development: B17. Lee and A* algorithms.
- Audio Programming: A+ [4.5/4.5 in new system]. XAudio2 and X3DAudio, WAV file format, panning, sound design.
- Network Programming: A+. TCP, UDP, event-based IO, latency, interpolation, client-server architecture.
- Games Tool Programming: A+. Designing a language, symbol tables, parse trees, interpreters, BNF, Yacc and Lex.
- Graphics Programming with Shaders: A+. DirectX11, shaders, tessellation, displacement mapping, post-processing.
- Procedural Methods: A+. L-systems, turtle graphics, additive terrain faulting, Delaunay triangulation.
- Applied Mathematics 3: A+. Further rigid body motion, fluid dynamics, finite differences, partial differential equations.
- Prototype Game Development: A+. Project leader on multi-discipline team using PhyreEngine to build for PC and PS4.
- Games Professional Awareness: A+. Practical understanding of the state of the industry and the issues facing it.
- Applied Mathematics and AI: A+. Triple integration, inertia tensor, Bézier curves and surfaces, splines, fuzzy logic.
- Applied Game Technologies: A+. Marker-based augmented reality on PlayStation Vita, anaglyph stereoscopic 3D.
- Honours Project Execution: A+. Voxelizing meshes to generate then algorithmically solve 3D nonogram puzzles.
- Honours Project Planning and Reporting: A+. Research, proposal and dissertation on the above.
Awards |
|
|