Projects

Here’s a portfolio of various projects I’ve worked on over the past 10 years.

Godot 3D Tilemap Generator Link to heading

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Godot 3D Tilemap Generator is, as its name suggests, a 3D tilemap generator made with the Godot game engine. Users can configure the width and height of the tilemap and generate 3D tilemaps that they can fly around and view.
At the time I began this project, I’d been tinkering with Godot for a while but had primarily worked in 2D, so I was looking for a small project to work on that would allow me to push myself and work in 3D for the first time. Also around that time, I’d been looking into Wave Function Collapse, a simple method of procedurally generating levels that seemed like a fun challenge. I decided to combine these two desires and make my Godot 3D Tilemap Generator!

Technologies used:

  • Godot
  • GDScript

Links:
GitHub

Rustodoro Link to heading

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Rustodoro is a command-line pomodoro timer application written in Rust.

My goal with Rustodoro was to write a simple command-line application that I’d find personally useful, with a small enough scope to be considered “finished” fairly quickly, but with enough room to keep working on it if I felt like it. One of my goals was to ensure that Rustodoro stayed lightweight and simple to use - currently there’s only 8 commands, allowing the user to start timers and configure the timers to suit their working patterns.

Rustodoro is used by executing rustodoro in a terminal, followed by the desired command.
The full list can be found on Rustodoro’s GitHub page, but here’s a few examples:

  • rustodoro work: Start a work timer
  • rustodoro short-break: Start a short break
  • rustodoro set-work-time -m 25: Set the work timer to 25 minutes

Technologies used:

  • Rust

Links:
GitHub

Unreal Invdrs Link to heading

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Unreal Invdrs is a clone of my Godot game Invdrs made in Unreal Engine 5 as one of my 2022 learning objectives at Lab42. Much like my Unity implementation of Invdrs from the year before, my goal was to get back into Unreal Engine, as I hadn’t used it since university, to ready myself if I had to use it at work. Again, I knew exactly what I needed to implement as I’d done so twice before instead of having to design the game from scratch.

Technologies used:

  • Unreal Engine 5
  • Blueprints

Links:
YouTube

Unity Invdrs Link to heading

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Unity Invdrs is a clone of my Godot game Invdrs made in Unity as my 2021 learning objective at Lab42. My goal with Unity Invdrs was to get my head back into Unity and polish my skills so I was ready whenever I next needed to use it at work. As I’d already made this game in Godot, I knew exactly what I needed to implement and could focus on the Unity specifics instead of having to design the game from scratch.

Technologies used:

  • Unity
  • C#
  • Visual Studio

Links:
Itch.io

Invdrs Link to heading

A screenshot of my Godot game Invdrs

Invdrs (prounounced “Invaders”) is a clone of the classic game Space Invaders I made using the Godot game engine in early 2021.

Godot is a game engine that caught my eye due to how approachable and lightweight it is, and how quick and easy it is to prototype games in it. To get stuck into Godot I decided to clone Space Invaders, the reason being that I could break down an existing game into it’s core mechanics and focus on implementing them instead of having to worry about designing a game myself.

Technologies used:

  • Godot
  • GDScript

Links:
Itch.io
YouTube

Clerical Error Link to heading

A screenshot of my LD46 Game Jam Game Clerical Error

Clerical Error is a game a couple of friends and I made in Unity for the Ludum Dare 46 game jam in April 2020, the theme of which was “Keep It Alive”. In Clerical Error the player takes the role of a cleric in a party of adventurers whose job it is to keep their brave band of companions alive whilst they slay the monstrous dragon. It is the player’s responsibility to move their party members around the battlefield (allowing them to dodge the dragon’s deadly fireballs), heal them when they’ve taken too many hits and revive them when they die. My friend Josh and I took responsibility for the programming of the game, and our friend Liz created the art. Alongside programming, I also made the music and sound effects for Clerical Error. I made the the music for the game with Bosca Ceoil and the sound effects with JFXR.

Technologies used:

  • Unity
  • C#
  • Visual Studio
  • Bosca Ceoil
  • JFXR

Links:
Itch.io
YouTube
Bosca Ceoil
JFXR

Dawn Link to heading

A screenshot of my final year university project Dawn

Dawn is an adventure game made with Unreal Engine as part of the Game Development module during the second semester of my final year of university in 2017. The intention of this project was to give us a taste of working in a team alongside artists, working together to make a small game. The aim of the game is for the player to escape the old house they are in, solving puzzles to advance. The puzzles mainly involve blocking off light sources which are shining over the exits to the various rooms of the house, as the player character has a skin condition which causes them harm when they are in direct sunlight.

Technologies used:

  • Unreal Engine 4
  • C++
  • Visual Studio

Links:
YouTube

Plunder Link to heading

A screenshot of my second year university project Plunder!

Plunder! is an adventure RPG made with Unity as part of the Team Project module during the second semester of my second year of university in 2015. The aim of this project was to give us students experience working in a team and producing a product together. In Plunder! you play as a Viking with a taste for treasure who sails from island to island, clearing them of hostile beasts, collecting the coins and weapons they drop and using their gold to upgrade their stats - allowing them to acquire more treasure.

Technologies used:

  • Unity
  • C#
  • Visual Studio

Links:
Youtube