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SIMULATED HAVOC

FIRST-PERSON BOOMER SHOOTER

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DIALOGUE SYSTEM V.2

CUSTOM MADE

WORK IN PROGRESS

GROUP PROJECTS

Here are some group game projects that I have worked on during my first year at The Game Assembly.​

SHOWREEL

Here are some screenshots from our courses at The Game Assembly, that I am extra happy to showcase.​

OTHER PROJECTS

Here is a quick showcase of my personal projects that I have worked on outside of The Game Assembly.

Custom Made Dialogue System Version 1.0 

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Designed a versatile dialogue system in Unreal Engine 5 using Blueprint. The system supports limitless amounts of dialogues. Version 1.0 supports:

  • Dynamic Player Choices: Allows branching dialogue paths based on player choice.

  • Event-Driven Functionality: Triggers custom events such as sound effects, gameplay changes, start and updates quests based on dialogue outcomes.

  • Data-Driven Approach: Utilizes a structured data table for easy expansion and iteration.​​

In my spare time, I've been working on Version 2.0, trying to bring the system closer to the style of Fallout: New Vegas.

Snow Generator

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Created a snow generator in Unreal Engine 5, which has the ability to generate snow on top of any kind of mesh. With this system, you can decide:

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  • Depth: User can adjust the thickness of the snow layer.

  • Coverage: User can specify a desired angle of coverage, if you wanted to you can only allow 90° angles.

  • Quality: User can define the snow quality; increasing this makes the generating process slower and may affect performance but provides greater accuracy.

 

Generating snow is a slow process and is not done at run time, instead it creates an instanced mesh with a snow material on it and when happy with the result the user can convert the instanced mesh to a static mesh.

2D Top-down Dungeon Crawler

Created a 2D top-down dungeon crawler demo In Unreal Engine 5 with custom-made sprites created by me. The game features an 8-bit retro-inspired aesthetic and gameplay.​

The player's goal was to defeat all enemy skeletons and reach the end of the level, along the way was collectibles like coins, ammo pickup and health pickups.

Looking back on this project, one area for improvement was the AI, as it were not optimized nor being handle by a behavior tree or state tree.

Every asset was created by me using sprite creation tools except for the background tile map which is credited to Pixel_Poem.

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd.

Any internship offers can be made on May 5th, at the earliest.

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