Projects
These are the projects!

This was my IP3 group project, Puffy McPuffer's Grand Canal Adventure, and my most fleshed out game thanks to having an entire year to work on it. As I was a part of the team, I can mention what I worked on in particular:
-
The entire racing level within it was my creation.
-
The movement system was mine which took a lot of refining to get a proper boat feeling.
-
The entire quest level was also mine, as well as the UI elements involving quests.

This was my previous group project at Uni, Vision, a game based on the concept of screen cheating in the days when split screen was the norm for multiplayer. As we were still learning, it's less fleshed out than what it could be, but the markers loved the concept of the game even if it needed a bit of work to be fully realised. I largely made:
-
The movement system along with the hidden players for each camera.
-
The attack the ghosts have to stun the hunter.
-
The center square for ghosts to bring what they need to win.
-
Other small things like audio and the like.

This was my first try at C++, as well as graphical development in the code itself, my GraPor Coursework. It's little more than a tech demo, but it does show my learning at the code base, and what could potentially come of it. This largely helped me to learn about:
-
Importing models from a folder in code, basic, but important.
-
Applying textures to different model meshes as well as effects like water.
-
Understanding more of C++ to a fundamental level.
-
Basic movement momentum and physics in C++.

This is my portfolio piece for 2025's module submission, a proof-of-concept/demo of a game similar to A Game About Digging A Hole on Steam, which I've just called Generic Box Breaker Game. The core gameplay loop is breaking boxes to earn money, and spending that money to increase your efficiency, a classic clicker/idle game staple brought to a more interactive medium. This taught me more about:
-
Fracturing models. This was the core part of this project that took the most time to figure out.
-
Making different systems work well together to make a tight, if first drafty, gameplay loop.
-
Understanding particle effects a little better. I could still learn more, but they have proven to be more understandable to me.
-
Stat manipulation mid game.