I'm a games programmer with good experience in C# programming for unity, although I have also used unreal with C++ before.
I can also code sufficiently in Python, Java, Lua and C.
I also have basic Photoshop, 3D Studio Max, and blender experience.
Crayta games at Spilt Milk Studios
Crayta was a game creation platform that sadly closed in March 2023 and took these 3 games I had worked on for Spilt Milk with it.
Crayta mostly used Lua, but used HTML/CSS for UI. I learned a lot on these projects including the languages, but about working as part of a team in a studio.
A madcap player-versus-player shooter where you must fight against other players and the DOOM WALL!
I worked on the Rule Changes, Powerups, XP Events, UI, Bug Fixes and more for a large content update.
A 4 player co-op shooter where you and your friends battle to
escape an island made from different dimensions!
I did Weapons, Tools, Enemies, XP Events, UI, Bug Fixes and more for the whole game.
A 4-player co-op shooter that sees you and your teammates battle through time and space... and upgrade your arsenal while you're at it!
I coded Weapons, Powerups, XP Events, UI, Bug Fixes and more for the whole game.
Some of the other projects I have worked on
Frog Demos
I love frogs, so when experimenting with new ideas for future projects in Unity, I like to involve them, just for fun. I have a small but growing collection of single mechanic tests to develop new skills.
I'm trying to log these tests on the page linked below.
Picross, also known as nonograms are a Japanese puzzle format similar to minesweeper and sudoku.
As a fun project in my own time recently, I have recreated the game from scratch myself and intend to implement a solving algorithm. I have made the code as adaptable as possible which meant I could easily make it possible to create 5x5, 10x10, and 15x15 grids without programming them separately.
Everything Must Go! is a multiplayer split-screen game set in a supermarket in which you race around with your trolley to complete your shopping list. In this game, I programmed the power-ups, the collectible's spawning and a lot of the UI. This game was developed over a year and included a few intense game jam-like weeks.
This is a game made a few years ago in a week-long team game jam at uni.
The object of the game is to run around as a cat knocking as much as you can over while avoiding the cat's AI owner, who chases you down if he notices anything suspicious.
On this game, I programmed the AI enemy and his mechanics, which involved the use of a NavMesh.