MY PORTFOLIO
01
Retail Wars

Programmer
As salespeople at a retail store, fight each other to earn the most and win the favour of your boss. A 4-player local multiplayer beat’em up. Playing as retail workers help customers find items they are looking for while lobbing stock at your co-workers to hinder and steal sales off them.
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My role for the development of this project was programming most of the gameplay and systems which make the game fun and enjoyable. Lots of effort has been put into creating clean and designer friendly systems to create a fast development environment for rapid prototyping and productions.
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02
DIVE

DIVE
Programmer
DIVE was made during a 3 day game jam run by AIE. I worked with the same team which worked on Retail Wars, Turtle Hat Productions, to create this simple endless runner mobile game. During the fast development of this game, I was tasked with programming all systems, including the infinite generation of obstacles, movement of the player and the lighting.
03
Boids Simulation

Boids Simulation
Programmer
This Boids Simulation was made in the Java based program called Processing. I decided to create the simulation as a fun, quick project while studying at AIE. It implements the basic Boids simulation rules; Attraction, Separation and Cohesion which create a bird like flocking simulation. These rules create the dynamic simulation seen above, it also has a rule to add force to all boids that are off the screen to ensure they don't leave the screen.
QuadTree
The Boids simulation utilises the performance benefits of a quadtree to reduce the extreme number of checks each boid would do under normal circumstances. A normal boid simulation has a big O notation of n^2 whereas with the quadtree implemented, it's around a notation of nlog(n). On my PC, the simulation can handle over 10,000 boids while maintaining a stable 60 FPS, without the quadtree it could barely run 5,000 at more than 10 FPS.
04
Poly Shooter

Poly Shooter
Programmer
Poly Shooter is a top down shooter with simplistic polygon graphics, made as a solo project over 5 days for myself before I started studying at AIE. The basic premise of the game was to shoot polygon enemies and get money for upgrading weapons and general stats like movement speed and health.
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There were plans to add a multiplayer element to the game although I ran out of time to work on the project due to school and haven't got the chance to continue working on the game.