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Team Projects
First Person Shooter
Info
- Engine: Custom C++ Engine (Spare Parts)
- Languages: C++
- Platform: PC
- Time frame: 3 months half-time
- Team Size: 15
Key achievements
- ● Built a first-person character controller using ECS architecture and PhysX.
- ● Developed scripting tools such as reusable scripts across objects and instance-editable scripting variables.
- ● Created reusable ECS components and systems for granular gameplay logic, including health, damage, teleport, and pickup systems.
- ● Implemented a modular weapon system with hitscan, hitbox, and object-spawning firing modes.
- ● Weapon component with data-driven parameters for bullet damage, bullet amount, bullet spread, weakpoint multiplier (like headshots), range, hitbox shape, object to spawn, fire rate, mag capacity, ammo capacity, reload time, and reload type.
- ● Implemented HUD integration connected to gameplay systems.
- ● Assisted with loading scene objects into PhysX, handling proper loading/unloading during runtime.
- ● Created an issue tracker tool for managing bugs in-engine.
Action role playing game
Info
- Engine: Custom C++ Engine (Spare Parts)
- Languages: C++
- Platform: PC
- Time frame: 3 months half-time
- Team Size: 15
Key achievements
- ● Built a top-down character controller with four abilities and a three-hit melee attack using ECS architecture.
- ● Developed a custom physics collision system with layers and pushback using std::variant and the visitor pattern.
- ● Implemented editor-configurable colliders (OBB and Sphere) with debug drawing.
- ● Created A* pathfinding algorithm on a navmesh used by the player character and AI.
- ● Assisted in navmesh generation using the Recast library, focusing on non-navigable areas.
- ● Implemented HUD integration connected to gameplay systems.
- ● Developed an experience system for unlocking abilities.
Top-down adventure
Info
- Engine: In-House C++ Engine (The Game Engine)
- Languages: C++
- Platform: PC
- Time frame: 6 weeks half-time
- Team Size: 16
Key achievements
- ● Developed a dynamic save system using a blackboard architecture.
- ● Assisted with top-down character controller and combat mechanics.
- ● Implemented object and dialogue interactions.
- ● Helped develop a flexible, editor-driven key-and-gate system.
- ● Assisted in designing and implementing a component-based framework for game object behavior.
- ● Created an editor-configurable VFX system for loopable effects.
- ● Built shader systems to pass game data for interactions and damage feedback.
2.5D Platformer
Info
- Engine: In-House C++ Engine (The Game Engine)
- Languages: C++
- Platform: PC
- Time frame: 10 weeks half-time
- Team Size: 13
Key achievements
- ● Built a 2D character controller using a state machine.
- ● Implemented movement power-ups like wall jumping and dashing.
- ● Created an event system using the observer pattern.
- ● Developed a combat system with player healing.
- ● Connected the HUD to gameplay data.
Mobile puzzle game
Info
- Engine: Unity
- Languages: C#
- Platform: Android
- Time frame: 5 weeks half-time
- Team Size: 13
Key achievements
- ● Handled grid management to control where the player can and can't move.
- ● Built a tool for quick level creation and iteration.
- ● Created an object placement tool to connect objects to the grid and tiles easily.
- ● Implemented a turn system that moves elements in a clear, predictable order.
Endless runner
Info
- Engine: Unity
- Languages: C#
- Platform: PC
- Time frame: 7 weeks half-time
- Team Size: 14
Key achievements
- ● Built a momentum-based character controller with smooth acceleration and quick direction changes.
- ● Implemented gameplay-driven animations using Unity blend trees.