Open World Arcade Racing Game

Info

  • Engine: Custom C++ Engine (Spare Parts)
  • Languages: C++
  • Platform: PC
  • Time frame: 2 Months (40 hours/Week)
  • Team Size: 17

Key achievements

  • ● Vehicle controller using PhysX with acceleration, braking, drifting, rolling friction, air stabilization, boosting, and jumping.
  • ● Variable motorcycle stats altering driving, including top speed, acceleration, and handling.
  • ● Motorcycle customization affecting both appearance and stats.
  • ● Collaborated on gameplay-driven motorcycle and character animations.
  • ● Collaborated on bike part collectibles.

First Person Shooter

Info

  • Engine: Custom C++ Engine (Spare Parts)
  • Languages: C++
  • Platform: PC
  • Time frame: 3 Months (20 Hours/Week)
  • Team Size: 15

Key achievements

  • ● First-person character controller using ECS architecture and PhysX.
  • ● Scripting tools such as reusable scripts across objects and instance-editable scripting variables.
  • ● Reusable ECS components and systems for granular gameplay logic, including health, damage, teleport, and pickup systems.
  • ● 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.
  • ● HUD integration connected to gameplay systems.
  • ● Assisted with loading scene objects into PhysX, handling proper loading/unloading during runtime.
  • ● 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 (20 Hours/Week)
  • Team Size: 15

Key achievements

  • ● Top-down character controller with four abilities and a three-hit melee attack using ECS architecture.
  • ● Custom physics collision system with layers and pushback using std::variant and the visitor pattern.
  • ● Editor-configurable colliders (OBB and Sphere) with debug drawing.
  • ● 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.
  • ● HUD integration connected to gameplay systems.
  • ● Experience and leveling system for unlocking abilities.

Top-down adventure

Info

  • Engine: In-House C++ Engine (The Game Engine)
  • Languages: C++
  • Platform: PC
  • Time frame: 6 Weeks (20 Hours/Week)
  • Team Size: 16

Key achievements

  • ● Dynamic save system using a blackboard architecture.
  • ● Assisted with top-down character controller and combat mechanics.
  • ● Object and dialogue interaction system.
  • ● Helped develop a flexible, editor-driven key-and-gate system.
  • ● Assisted in designing and implementing a component-based framework for game object behavior.
  • ● Editor-configurable VFX system for loopable effects.
  • ● Shader systems to pass game data for interactions and damage feedback.

2D Platformer

Info

  • Engine: In-House C++ Engine (The Game Engine)
  • Languages: C++
  • Platform: PC
  • Time frame: 10 Weeks (20 Hours/Week)
  • Team Size: 13

Key achievements

  • ● 2D character controller using a state machine.
  • ● Movement power-ups like wall jumping and dashing.
  • ● Event system using the observer pattern.
  • ● Combat system with player healing.
  • ● HUD integration connected to gameplay systems.

Mobile puzzle game

Info

  • Engine: Unity
  • Languages: C#
  • Platform: Android
  • Time frame: 5 Weeks (20 Hours/Week)
  • Team Size: 13

Key achievements

  • ● Grid management to control where the player can and can't move.
  • ● Tool for quick level creation and iteration.
  • ● Object placement tool to connect objects to the grid and tiles easily.
  • ● Turn system that moves elements in a clear, predictable order.

Endless runner

Info

  • Engine: Unity
  • Languages: C#
  • Platform: PC
  • Time frame: 7 Weeks (20 Hours/Week)
  • Team Size: 14

Key achievements

  • ● Momentum-based character controller with smooth acceleration and quick direction changes.
  • ● Gameplay-driven animations using Unity blend trees.