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Sky Noon

 

Sky Noon is an online-multiplayer brawler-shooter set in an alternate wild west, where cowboys fight over floating islands. The gameplay has unique push/pull mechanics where players must blast enemies off the map with air-based weapons to eliminate them. Players travel around the map with grapple hooks and other movement based abilities found in crates.

Sky Noon was made in Unreal Engine by Lunar Rooster, a team of artists and programmers, as our final third-year project at Media Design School. Since graduation, it evolved into a commercial product that garnered excitement all over the world. Sky Noon was Greenlit by the Steam community in just six days, and was nominated for the multiplayer Gamer's Voice award at SXSW 2017 in Austin, Texas.

My contribution to the project was as a gameplay programmer. I was in charge of creating the grapple hook, weapons and abilities in the game. This also involved implementing network-interpolation for lag compensation. 

I worked on some of the game modes and underlying systems, and I contributed to much of the user interface, such as the in-game menu and the HUD. I also implemented user specific features such as settings and control customisation, including keyboard, mouse and gamepad customisation.

View the Steam page here.

Visit the Lunar Rooster website here.

Divine Knockout

 

Divine Knockout is a third person brawler set in the Smite universe. Players play as gods and mythological characters, and try to use abilities and attacks to knock each other off the map.

My role on Divine Knockout was as a gameplay programmer and character designer. I created many of the characters in the game from prototype stage to final implementation. I also designed many characters that have yet to be implemented.

Divine Knockout is out now on Steam, Epic Games Store, PlayStation 4, Playstation 5, Xbox Series S and Xbox Series X.

Visit the Steam page here.

Orbifold

 

Orbifold is a cooperative first person shooter that is currently being developed in Unreal Engine 4. Development on Orbifold began in April of 2022.

 

The game takes place inside spherical levels, and inverted spherical gravity affects every part of the game, from its distinct look to completely new and interesting combat strategies. The game takes cues from roguelikes, with randomised loot, buff stacking and a different route through the game with each playthrough.

As it stands, Orbifold has been fully developed by myself. This includes the programming, using server/client architecture to handle multiplayer interactions, but also includes the textures, meshes, animations and visual effects.

You can follow the development of Orbifold on Twitter, here.

Riri's Adventure

 

Riri's Adventure is a small game I made in 2022 as a Christmas gift to my wife. I made the game from start to finish in one month, which included design and the creation of art assets (models, animations, textures/materials, visual effects).

Riri's Adventure is inspired by games like The Legend of Zelda: Ocarina of Time.

A public build for Riri's Adventure is not available (yet).

University Work

 

The following are examples of work I completed while studying the Bachelor of Software Engineering: Game Programming at Media Design School, between 2014 and 2016.

Spritey3D Engine

 

Spritey3D is a sprite based engine for making first-person shooters in the style of retro shooters like Doom. The application contains a level editor that is simple and easy to use. The editor allows for the creation of unique content, and includes tools for creating custom weapons, enemies, and a robust particle effect creation system.

Spritey3D was built from the ground up in C++ using DirectX10 for rendering, as part of the third-year Game Engine Development paper at Media Design School. It recieved a 98% grade and was worth 50% of the overall mark for that paper.

A demo build can be downloaded here. Instructions and controls are included with the build.

Cloth Simulation

 

This program demonstrates cloth simulation using Verlet Integration. The cloth is affected by wind and collides with objects in the scene.

 

The application is written in C++ and rendered with DirectX10.

A demo build can be downloaded here.

Instructions and controls are included with the build.

Soft Shadows

This program demonstrates the use of C++ and HLSL to create hard and soft shadows.
Lights can be moved and their brightness altered. Shadows can be toggled between hard and soft.

 

The application is written in C++ and is rendered with DirectX10.

A demo build can be downloaded here.

Instructions and controls are included with the build.

Box2D game

 

This game was made in my second year of study at Media Design School to demonstrate the use of physics libraries to make a physics-based game. I used Box2D to create a game in the style of Cut the Rope. The game shows the use of rigid bodies, ropes, pulleys, springs and breakable objects. The aim is to get the gem to the treasure bag, collecting coins on the way and avoiding enemies that can be destroyed with crates and balls.

The application is written in C++ and is rendered with DirectX10.

A demo build can be downloaded here.

Instructions and controls are included with the build.

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