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About Me
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THE WANDERER - Lead Developer

(A text based post-apocalyptic survival)

Over 1.3 Million installs on Google Play. As the sole developer I had to take on all aspects of game development such as:

  • Incremental variables (Day count, Items found, Survivor Points) .

  • Random events (events that may or may not affect player progression)

  • AI fight scenes (events that require the player to use their stats and items to counter the attacks from unwanted visitors)

  • Retention techniques (Daily rewards/bonuses for returning the next day that builds up)

  • Advert integration (Reward adverts that give the player a supply crate full of items as a reward)

  • Localisation (Translating the text into different languages)

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MEGA MUSEUM - Lead Programmer

Over 130,000 installs on Google Play. As the sole programmer, I had to implement all game play mechanics and features such as:

  • Finding the artifacts (match 2 of the same card referenced from the memory card game ‘Pairs').

  • Maintaining variables for incremental stats changes (gaining coins and items)

  • Retention techniques (Daily rewards/bonuses for returning the next day that builds up)

  • Integrating In-App Purchases (Techniques that would give the player shortcuts for progression)

  • Facebook integration (Allows the player to invite and share the game amongst friends)

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PRISON PAYBACK - Lead Programmer

A 2D prison themed beat/shoot'em up. As the sole programmer, I had to implement all game play mechanics and features such as:

  • UI implementation

  • Character unlocks

  • 2 different game modes (Endless waves and 10 waves then boss)

  • Increasingly difficult enemies per wave

  • Weapon selection and features

  • Advert integration (Reward adverts that give the player a supply crate full of items as a reward)

  • Retention techniques (Daily rewards/bonuses for returning the next day that builds up)

GUN RUNNER - Lead Programmer

Become a GUN RUNNER, amass an empire to become the boss of bullets and weaponry. As the sole programmer, I had to implement all game play mechanics and features such as:

  • Incremental variables (Bullet count, Cash, Upgrades)

  • Random events (events that may or may not affect player progression such as an IRS audit)

  • Retention techniques (Daily rewards/bonuses for returning the next day that builds up)

  • Advert integration (Reward adverts that give the player a free spin on the roulette wheel full of items as a reward)

COLOUR RUSH - Lead Programmer

A mobile-fast-paced platformer with an objective to reach as far as you can by uncovering the hidden environment using your colourful body! As the sole developer I had to take on all aspects of game development such as:

  • 2D platform movements (move/jump/stick to walls)

  • Paint splats that cover the environment revealing the path

  • AI movements and conditions

  • High Scores

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FACTORY FRENZY - Lead Developer

Build toys and create a fun factory! As the sole programmer I had to take on all aspects of development regarding gameplay and mechanics such as:

  • 360 gyro movement using your mobile device

  • Touch screen hand gestures (swipe, push, rotate)

  • Implement leaderboards for high scores

  • Create the 3D environment

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PIVOT - Lead Developer

Try and grab each Diamond whilst adding more red dots to your group. Avoid walls or using up your attempts, otherwise GAME OVER! As the sole DeveloperI had to take on all aspects of development regarding gameplay and mechanics such as:

  • Mobile touch gestures

  • Advert integration (Chartboost)

  • Implement leaderboards for high scores

  • Create the 2D artwork and style

  • In-app purchase integration

  • Server based multiplayer (turn based) and single player game modes

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FREELANCE

GOLF - Made in Unity

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Sole Unity Developer - I had to create this golf game (1 hole) from scratch using tools such as Unity, Photoshop, Maya. I had been given the task to create just one hole to be completed from hitting off the tee to putting the ball and obtaining a score against the hole's par.

The game had been scripted in C#, all 3D assets have been modelled in Maya and all sprites/textures have been created in Photoshop. The entire project took roughly a month.

DYNAMIC DIFFICULTY ADJUSTMENT (DDA)

My final major project (FMP) for my degree on Games Design and Development. An investigation into improving player experience using dynamic difficulty adjustment through modelling player performance.

This project judges the players performance and adjusts the difficulty to help them achieve FLOW.

FINISHED PROJECT

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