Mira’s Tale

Mira’s Tale is a 3D platformer developed during my time at Canalside Studios.

I was the only programmer in the team of 7 designers. With one of them being a skilled blueprinter, we collaborated heavily to produce all of the technical requirements for the game.

As a result, I had the chance to work on numerous systems in both blueprints and C++, including: Grapple Hook, Gliding & Climbing Mechanics, Quest & Dialogue System, Save System, NPC System, Controller Support for Menus.

Alongside this, I set up and managed our Perforce depot, ensuring a smooth transition to remote working for all involved when the March national lockdown came into force. (Due to using perforce, displaying code samples/work/repositories is difficult, however I am completely open to sharing samples on request).

I took an active role in the creative aspects and the design of the project, and took on team lead & administration duties, alongside driving our social media accounts and Steam page to get the game noticed.

The most notable benefit of this work was communication that led to collaboration with a sound designer and a composer, something that we would not have been able to achieve otherwise.

Over the course of the 12 month placement, I was fortunate enough to work on almost every area of the game development process – Something that has equipped me with a wide knowledge of the games industry in the UK.

I am currently still working on Mira’s Tale and co-ordinating a devolved team to prepare for release as soon as possible.

Space Cubes!

Space Cubes! is a simple endless runner game set in the mysterious world of the Space CubesTM.

Built from the basic PyOpenGL with PyGame tutorial series, the application is intended as a demonstration of OpenCV capabilities applied to Human-Computer Interfaces for games.

Following established principles, the image processing uses HSV skin sampling, thresholding, background removal, face detection and contour tracking to follow the position of the user’s hand, converting that to movement information.

Most important lesson learned?
Webcams that you can’t disable auto-exposure for are not good for computer vision projects!

For Your Eyes Only

For Your Eyes Only is a simple stealth 3rd person stealth game created in Unreal with C++.

This is a current WIP for the Grads in Games Search for a Star competition, and will be completed and released on January 24th.

The video shows: Easy to set up AI guards following placed waypoints. Player detection using the AIPerception system. GameState interaction by the Top Secret Documents and the maze entrances and exits.

Built from a template project containing a maze generator, my largest development pillar is to make any maze simple to work into the stealth game I create. To this end, every tool I create (with content designers in mind) is easy to place, including the maze entrances and exits, the Top Secret Documents and guards.

I am currently working on implementing traversable vents between walls, of which I am making as usable as all the other elements of the game.

Applying Adaptive Programming to Games Mechanics

I am currently undertaking my final year project, as part of my final year at university.

My project is focused around constructing the basis for a tool to apply adaptive programming concepts to the construction and adaptation of games mechanics, similar to how ScriptEase did for Neverwinter Nights.

The project will use a Python parser for schema’d JSON/XML files to construct and make alterations to C++ classes and the Unreal Editor Instance through the exposed Python scripting environment. Mechanics will be constructed from a pre-written collection of mechanic classes, designed to utilize advanced features of Unreal Engine in the most correct way possible.

Development is currently underway, and the the project proposal and accompanying literature review can be found to the left.