These are some of the projects I took part in during my time at The Game Assembly. This is not an exhaustive list, but a selection of my latest and greatest. If you click on any of the links you'll find a more detailed description of each of the projects as well as credits to everyone who worked on them. Left of this text is a link to my specialisation project, which I did by my self over 5 weeks.
There is also download links at the bottom of each page if you think any of them look like fun!
I chose to make the Breath of the Wild cooking mechanic as my specialisation project. Over the course of 5 weeks I planned, researched and developed this mechanic in Unreal Engine 4.
I created a system to make base foods and foods with status effects, and combine them on a cooking table. The resulting dish is generated from recipes loaded from a file, ready for a designer to get at!
Serpentine Estate is a Resident Evil 2 inspired thrid person shooter with a focus on exploration, created by Hade Haj Studios. Our goal was to create a suspenseful and thrilling experience that keeps you immersed.
During this project I created a socketing system and an Animation Event system along with an editor interface to create and edit these.
saveTheWorld.exe, is a Resident Evil 2 inspired third person shooter created by Raveyard. We focused on creating a suspensful horror experience with resource management and enemy avoidance as the core.
For this project I tried to be adaptive and help out where I could. I worked on the sound engine, the node scripting system and finally some tools for hitbox socketing and Animation Events.
Polaris is a 2D platformer inspired by Ori and the Blind Forest. You play as Polaris, the North Star, and your mission is to find and collect your family who've fallen down from the sky.
For this project I worked mainly on the player, focusing on detailed and versatile collisions, the main movement mechanic and the players finite statemachine.
This project is a Diablo 3 inspired dungeon crawler with a focus on atmosphere and satisfying combat.
During this project I focused mostly on developing systems to build the gameplay in. I created a finite state machine for the enemies and player, and worked on the sound engine. The dialogue system was also created by me, as well as the HUD builder.