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.