Latest project
This project was developed for a local game jam within a limited time period. I was the solo developer for this project - all the code was written by me, and most of the assets were found on the web.
In the game, the player needs to protect a campfire from wisps that try to extinguish it. To do so, the player must type the words shown above each wisp to destroy it and keep the fire alive!
In the short time available, I created a custom word list parser and division system for future use, ensuring easy modification of the general dictionary used in the game. Alongside coding, I also improved my skills in various aspects of game development, such as working with sound, animations, and 3D asset creation.
Link - https://enjoyworld.itch.io/night-with-wisps
Previous projects
The project was designed for security breach simulation training, where players on a local network attempt to resolve an unexpected situation.
The project is built using the Unity game engine and features a custom-made networking system developed on top of the Unity Transport package. A self-created networking system was essential for this game to ensure the security of the players. It is intended to be played by three teams, with one person per team connected to the host. The host serves as the game master, selecting and modifying the game scenario to influence the user experience. The networking system is server-authoritative, and the backend pipeline is built in a modular way.
As the only programmer on the team the responsibilite were far bigger then the creation of the netwroking system itself, all the other techinical aspect of the game were also implemented by me
My responsibilities -
Every aspect of self-made networking system
Network error handling
Data fragmentation for transmission
Gameplay of the project
The recovery room VR project aims to create a hyper-realistic virtual environment simulating a hospital recovery room for LUMC ( Leiden University Medical Center ). Built in Unreal Engine, the project focuses on providing an immersive experience where players can navigate the room and interact with various objects. My role involves programming these interactive elements using C++ and Blueprints, ensuring they function seamlessly while enhancing the realism and usability of the VR space.
This recovery room is a part of a bigger project aimed to help anaesthesiology students to experience work environment in VR.
More information about the development process can be seen in the personal DevLog (Link). There you can find information about the conducted research and more detailed breakdown of the tasks.
My responsibilities -
Implementing interactions with items and machines
Optimising game for VR
Maintain technical part of the project - git repository, merge commits etc
The Games Advent Calendar 2024 is an interactive holiday-themed game collection that unlocks a surprise game each day from December 1st to Christmas. The experience takes players on a festive train ride through a magical winter wonderland, where every "station" offers a new game to play. The collection features 25 mini-games, such as Snowball Blast and Bobsleigh Relay, with a mix of Christmas-themed challenges and multiplayer options for up to eight players.
My responsibilities -
Implementing 5 different game modes in Unity game engine
Optimising game for Nintendo Switch
Debugging and bug fixing other minigames
Two-player, cooperative game. The toad, our hero, goes on a challenging journey that takes it deeper and deeper into a swamp filled with old pieces of tech, memes and other remains of the long-gone human race. Game made using Unity game engine.
My responsibilities were to create a toad character that would be controlled by two people simultaneously using gamepads. I faced multiple challenges, such as how to make both players have the same impact on the toad's movement and how to make such controls intuitive. Another topic was how much we want to rely on Unity physics and what part of it we fake. All these challenges made the process of working on the game engaging and informative.
Highlights -
One character controlled by two people
Complex Unity physics used
Part of "The Overkill" 2022 exhibition chosen by jury
The goal of this project was to study procedural generation. As a final goal, I chose to create a scene in Unity with procedurally generated terrain with surface and underground levels.
Highlights -
3 types of noise functions used simultaneously
Compute shaders
Used marching cubes algorithm
The objective of the project was to create a procedural city inspired by Pripyat, a town located in Chornobyl, Ukraine. The project was developed using the Unity game engine in collaboration with one artist. It features a procedurally generated city, complete with tools for creating buildings and procedural roads.
My responsibilities -
Creating tooling in Unity for building and road creation
System to make all roads connected to each other seamlessly
A short quest created in the Unity game engine aims to raise awareness about impaired driving. The game features multiple endings and various interactable objects located across the two available locations.
My responsibilities -
Character controller
Interaction with miscellaneous objects
Quest system
More projects to be added!