Unity


Projects spanning from early 2018 onwards

From PC/MAC games, to mobile and PS4 - leading teams and going solo

VOCABULOUS


Team: 4 (2 Programmers, 2 Artists)

Role: Team Leader, Programmer

Duration: 10 weeks

Year: 2019

Platform: PC/MAC

Format: C#


The latest and last Unity project for university. The concept was to put a spin on some popular word based board games - and keep the code and art as modular as possible, making it easier to develop in stages when the team was ready to move from one minigame to the other


Our visual aspirations were to be similar to 'Tabletop Simulator' by Berserk Games; simple, polished and easy on the eyes. There is a central table that the player navigates around, choosing between 4 different games to play


The core tech for this project was to create a Trie tree algorithm to construct and search for words that the player finds during play, and to be able to use it along side our 'GameGrid' class to path find all legal moves in the grid and store any valid words. With Trie construction taking less than a 10th of a second and searching for words in a dictionary of 200,000+ words taking O(n) time - there are no noticable load times (also no need for co-routines) keeping the player immersed until they quit the game


Optimisation was a strong emphasis from the start as most 'brain-training' genre of games tend to be played on the go


Youtube Video

Github Repository

Trello

SKATESHOCK4 (PS4)


Team: 1 (Solo)

Duration: 2 weeks

Year: 2019

Platform: PS4

Format: C#


I used to love to skate as a kid, I also loved to play the Tony Hawk's Pro Skater series - this was the motivation behind this project


Having the opportunity to create a game for the PS4 was breaking new ground for me and being able to access the features of the DualShock 4 controller made this project all the more special


Straight away the idea of using the controller AS the skateboard came to me. Gyroscope angles control the skateboard, LightBar notifies the player when the skateboard is airborne and able to do tricks, Vibration was implemented to notify the player of gyro reorientation, and lastly, sound emitted from the controller when a trick was successfully landed (in true Tony Hawk style)


Youtube Video

UNITY (Entity Component System Research)


Team: 5 (3 Programmers, 2 Researchers)

Role: Pure ECS Implementation

Duration: 1 week

Year: 2019

Platform: PC

Format: C# / C++


Having been around for about a year, the Unity ECS system boasts huge improvements in running behaviour for a large number of actors in the scene, by multi threading tasks. Our team decided to crunch numbers and observe the outcomes of a few scenarios


For equality, the scenes were the same despite its implementation - a Monobehaviour only scene, hybrid ECS, pseudo ECS, pure ECS and a C++ ECS implementation


This project has tought me a lot about why memory management is important and the power of multithreading for games and simulations


Documentation

C++ Slides

TOWERL


Team: 4 (2 Programmers, 2 Artists)

Role: Team Leader, Programmer, UX

Duration: 10 weeks

Year: 2019

Platform: Android

Format: C#


Having spent the summer in Japan, I noticed a large amount of people of all ages playing mobile games (unlike in the UK). As part of understanding the game creation process, a team was formed to put the power of mobile devices to the test


This project is a fast paced puzzle-like game designed to test the players reactions in countless levels that gets harder as they progress. There are 2 different play modes 'Casual' and 'Story'; casual mode randomly generates different combinations of the tower, increasing in difficulty. Story is a fixed 30 levels differing in themes


The challenge creating a project for a mobile device was planning the use of the screen 'real estate' and making intuative use of the touch/vibration functionality - a huge difference from an array of key bindings and monitors. Development may continue as a side project


Google PlayStore

Youtube Video

Github Repository

Trello

BRYNDZOVE HALUSKY


Team: 2 (2 Programmers)

Role: Network/Gameplay Programmer

Duration: 6-8 weeks

Year: 2018

Platform: PC

Format: C# / C++


This project was our first time programming an online game, as well as learning about dynamic link libraries. Bryndzove Halusky is a 3rd person shooter between 2 teams - the aim is to paint as much of the map as possible (inspired by Splatoon), as well as shooting other players to stop them from painting (with a 3 seconds respawn) while also picking up powerups around fixed locations in the map


Online functionality was made possible by using the PUN (Photon Unity Networking) extention for Unity. Programming for an online multiplayer game was a huge learning curve: syncing movement over network, using Unity www objects to save and load data from a database, SQL queries, lobby and ingame chat system incorporated with .dlls


The player can create an account to save their body, skin colours and their desired weapon to play with - 3 weapons to choose from that complement various play styles. The project makes use of Unity's Command Buffers (deffered decals) for the paint splats. Unfortunately, the UX and art of the project lacked because of not having an artist as part of the project


Youtube Video

Github Repository

Documentation

GAMEJAM 2018


Team: 2 (2 Programmers)

Role: Anything and everything

Duration: 24 hours

Year: 2018

Platform: PC

Format: C#


This project was a GameJam submission working along side 1 other peer. The theme of the GameJam was 'Resistance' - our concept was to mimic more of a simulator with gamified aspects


The player starts of with a fixed number of fish in a fish tank and must control sliders to affect their behaviour to help them avoid being eaten by predators. Using boids-like behaviour, interacting with sliders at runtime shows their 'resistance' changing towards one another and also the predators in the tank. The aim is to keep your fish alive as long as possible


With both members staying awake for the full 24 hours - development started to get buggy and the game was difficult to control for the players - thus we did not win the GameJam - but had a lot of fun!


Github Repository

 

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