SIDE PROJECTS
Minimap
Taking inspiration from the FPS style of game, I wanted to develop a functional minimap that updated as
the player traversed within the game space. Written in Unity C# I used a looped rendered texture to display the
minimap.
 View on GitHub

Max Payne Style Character Controller
Using my favourite game from the early 2000's as inspiration I wanted to recreate the movement system that made this game so
iconic for its time. Developed with Unity C# and Blender to animate the character using inverse kinematics, this was my first
attempt at animating a third person character controller.
 View on GitHub





Multiplayer Arena FPS
The idea here was to create a networked FPS influenced by some of the most popular FPS games currently available.
A player can host a match with a maximum of 20 participants. The main obstacle to overcome was enabling player controls, such as
shooting, movement and collision detection over the network using SyncVar and Command functions. Key gameplay elements
include weapon pick ups and a battle royale style survival mode with limited ammunition in a fast paced tactical environment. This game was
developed using Unity C#, with the graphical elements provided by an artist friend.



Voxel Procedural Generation
Taking influence from Minecraft I wanted to create a self updating world when a player traversed the map. I overcame
the technicalities of updating the scenery by using a mathematical equation and a delta time function to update the world 60 times
a second in the players immediate field of view. The player has the freedom to navigate through the world by forward,
backward and tunneling movements. Developed in Unity C#.
 View on GitHub

