Other


Projects that are not games and/or do not use popular game engines

VISUALISING DATA


Team: 1 (Solo)

Duration: 4 weeks

Year: 2019

Software: MS Excel / Tableau


This aim of this project was to take a large data set and drill down to find any anomalies or interesting trends within the data


The data analysed was car crashes in the UK (excluding NI) during 2015. The data needed to go through the Extract Transform Load process to be cleaned and coherant - this was done within MS Excel and using Visual Basic


This was great insight to how real data is stored and how messy and/or incomplete it can be. For instance, there were 3 counties which had no road accident data at all - the assumption was made that this data were merged into a neighbouring county and those counties were left in the databases


Documentation

LAKESIDE THEATRE BOOKING SYSTEM


Team: 2 (2 Programmers)

Role: Database planning and query testing

Duration: 4 weeks

Year: 2019

Platform: Oracle SQLDeveloper

Format: SQL


This aim of this project was to design and create a database that captures data, associations and constraints capable of supporting the requirements of the client - there was no web front-end reqiured (the project was merely to support the front-end)


Ultimately, the client (Lakeside Theare) required the database to be able to handle a computerised booking system from top to bottom. Triggers were inserted to update total sales and a single booking's total price. There were some lessons learned in using an SQLDeveloper in that it lacks primitive data types and convenience


Documentation

STAR SHOOTER


Team: 1 (Solo)

Duration: 4-6 weeks

Year: 2017

Platform: PC

Format: C++


This project was created using an in-house engine and was required to have physics as the main focus


The objective is to set a star in motion from the starting point, to reach a goal that may move. The yellow stars have a huge mass that pulls in the players stars and destroys them on impact. The player can also change the gravitational constant to help them out, though not to a value of 0 - that would be too easy


As the final project working in 2D and totally in C++ I first learned about pointers and switch statements - looking back on this project, it helped cement the idea of organising code


Youtube Video

Code

THE MONKEY GETAWAY


Team: 1 (Solo)

Duration: 4-6 weeks

Year: 2016-2017

Platform: PC

Format: C++


The objective is to rescue 3 captured monkeys and escape in the monkey getaway van while avoiding being captured by the guards. Each guard is alert when the player is in range - otherwise they will traverse their path with random delays


This project was the first time I worked with the additional Z coordinate using an in-house 3D game engine - also learning more techniques such as reading and writing to files, AI/Pathfinding, classes and a more object orientated approach to programming


Each model in the environment is placed from co-ordinates read from a text file and the rain sprites are recycled as they hit they ground and repositioned instead of deleting and reinstantiating objects


Youtube Video

Code

HAIR TRIGGER


Team: 1 (Solo)

Duration: 6-8 weeks

Year: 2016

Platform: PC

Format: C++


The very first project I coded for university - having seen code while delving into game files previously - this was the beginning of actually learning and writing code with all its data types, loops, arrays, functions and so on


After clocking upwards of 200 hours on this project and shamefully having more than 3000 lines of code (while ripping my hair out) - this project was important in cementing basic programming practises. It helped me ask questions like, why is floating point multiplication faster than division? I've almost run the frames per second into the ground when instantiating many sprites, is there anything I could do to mitigate this? I have functionality that can be shared across the different enemies, what can I do to not have to write this out again?


Youtube Video

 

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