In this video I showcase the game mechanics within the Blight Brew project in Unreal Engine 5 that I am working on for my Capstone Project in association with my degree at Algonquin College
Features of the Player System:
- Third Person Camera modes
- Networked weapons, animations, player mesh
- Inventory, Points, Health, Stamina
Features of the User Interface:
- Main Menu with settings sub-menu and credits sub-menu
- Loading Screen with Dynamic Tips
- Floating Stamina Bar next to Player
- Time Widget which tracks time of day
iNFECTED
Unreal Engine Project
In this video I showcase the game mechanics within my current project iNFECTED.
Features of the Player System:
- First Person & Third Person modes
- Networked weapons, animations, player mesh
- Inventory, Points, Health, Stamina
Features of the Weapon System:
- Fully modular templated Weapon System
- Variables can be tweaked within the editor to create new guns
- UI reflecting ammo in clip, and reserve
Features of the Zombie AI System:
- Locomotion
- Player Tracking & Pathfinding
- Melee Damage to Player
Features of the Game Manager System:
- Tracks Players & Zombie Spawners
- Delegates Zombie Amount and Type to spawn at each Spawner
- Controls Game State
- Scales difficulty based on which Round the Players are at
LIFE SIMULATOR
Unreal Engine Project
In this video I showcase the game mechanics within a Life Sim.
Features of the Building System:
- Grid System with Grid Snapping
- Rotation and Mouse Position for Preview
- Colour changing for Preview Material based on Can/Can't Build
Current Features of the World System:
- World Time
- Pause, Normal, Fast Forward, Fast Fast Forward time scaling
- Play Modes will affect scaling (Build/Buy = Pause) , (Play = Normal)
Current Features of the UI System:
Needs that will deplete over time
Build Window where player can place Walls/Windows/Doors
Buy Button where Player can place furniture (increase needs on use)
Time controls
Live Preview of Player
XEngine
Custom Game Engine
In this video I showcase the custom engine I created.
Interactive User Interface
- Created with Imgui
- Windows are customizable and dockable
- Viewport is resizable & scales
Graphics
- OpenGL (GLSL)
- Support for Custom Textures, Shaders and Meshes
- Custom Skybox
Component System
- GameObjects with Transform Component
- MeshComponent to add a Mesh to a GameObject
- PhysicsBodyComponent to add Physics to a GameObject
- Collision Constraints (Hinge Joint, Point Constraint, Six Degrees of Freedom Constraint, Slider Constraint)
- Axis Clamping (X, Y, Z, XY, XZ, YZ, XYZ, None)
Scenes
- Virtual Class for Scenes
- Identify if the World is 2D or 3D
- Add GameObjects to the Scene
- Switch between Scenes with UI
SPIRITSCAPE
Unity Project
In this video I showcase the newly added Randomized Harvest Cycles for the Resource System, Notification UI System integrated with the Skilling System, and Audio Controls within the Settings UI.
Features of the Randomized Harvest Cycle:
- Randomized Cooldown time in-between harvests
- Randomized max yield amount of resources
- Current yield amount tracking (will not reset if defocused, but will only update when within render distance of player)
Current Features of the Notification System:
- Notification Queue using FIFO Logic (First In, First Out)
- Level-Up Notification added to the Queue, on Skill Level-Up
- Firework Audio Clip played upon notification shown.
Current Features of the Settings System:
- Master Volume (controls all volume output, main mixing channel)
- Music Volume (controls music volume output, child mixing channel of main)
- Game Volume (controls 3D-SFX, 2D-SFX(UI), and other various game volume output, child mixing channel of main)
Unity Project: OverWorld
Unity Project
In this video I showcase the game mechanics within Overworld.
Features of the Dialogue System:
- Modular Dialogue System, can add new dialogues to NPCs very easily
- Pitch Ranges can be set for NPCs to make them speak at a desired vocal pitch
- Dialogue can be triggered manually, or automatically when within range
- Dialogue can be dependent on completed quests
Current Features of the Quest System:
- Quest Log UI
- Ability to Accept or Decline Quests
- Quests give an EXP and/or Currency reward
- Quest Types include: Fetch, Kill, Task
Current Features of the Menu System:
Main Menu:
- Play button to jump into the game
- Settings button to enter Sub-Menu for settings
- Quit button to quit to desktop
Settings Sub-Menu:
- Volume Control, allows the player to adjust Master Volume, Music Volume and Game Volume
- Graphics Settings, allows the player to adjust Resolution, Texture/Rendering Quality, Fullscreen Toggle
Unreal Project: Life Is Short
Unreal Engine Project
In this video I showcase the game mechanics within Life Is Short.
Features of the Animation System:
- Locomotion
- Close Quarters Combat
- Falling based on height and velocity
Current Features of the Economy System:
- Player has a wallet with currency
- ATMs are placed around the map, which give player's access to their bank balance
- Players can withdraw and deposit currency into/from their bank balance
Current Features of the Interaction System:
- Players can interact with Game Objects derived from the parent Interactable Class
- Interactables are modular and can be modified to serve any purpose desired
Example Unity 3D Project Template
Unity Project GitHub Template
This Github Project Template is a Free to Use asset for anyone who desires to use it
I created this to help other Game Developers save time when creating repos for a Unity 3D Project, and streamline their workflow
Skills
Programming Languages
C++
C#
HTML5
CSS
Development Tools
Unity
Unreal Engine
Design Tools
Blender
3DSMax
File Management Tools
Git
CMake
Workflow
Game Engine Research & Development
Game Mechanic Testing & Debugging
Cross Functional Teams
Agile Development & Scrum
Experience
Engine Programmer
Running With Scissors
Unreal Engine
Game Mechanic Programming
Engine Programming
April 2024 - Present
Game Development Instructor
CreationCamp
Taught computer programming, game development and game design to a range of students from
Kindergarten to Grade 12
Developed curriculum for computer programming and developing games using industry standard
practices and technologies
Designed and executed multiple Game Jams for students to participate in, and practice game
development and design skills in a studio setting, guided by professionals.
Created and maintained a developer community for students to collaborate on projects