DEVROOM-VANTASIA

Projects

BLOSSOM - Unity

Main Menu Dungeon Crawling Turn-Based Combat

BLOSSOM was created for my undergraduate dissertation in order to demonstrate the strengths of my game development & design skills using the Unity engine.

I primarily wanted to focus on experimenting with unique approaches to traditional game design, and see if I could find creative, innovative ways to subvert typical design philosophies: namely, this project involved me designing a turn-based RPG battle system which was entirely devoid of RNG mechanics.

From the ground up, I programmed an entire dungeon crawling RPG inspired by games such as Dungeons & Dragons and Shin Megami Tensei. Notable features include:

There are two different versions available:

  1. Version A, wherein RNG was entirely absent from all gameplay mechanics.
  2. Version B, wherein RNG was present in many typical mechanics (random encounters, critical hits, etc.).

The source code can be downloaded through GitHub.

Both versions can be viewed and played on Itch.io.

Aquanaut - Unity

Main Menu Section One Section Two

Aquanaut is a metroidvania/boomer shooter created in the Unity engine, which I developed as part of a group project alongside 3 others. As part of this project, I designed and implemented:

During the development of Aquanaut I played a vital role as part of the backbone of a small development team, wherein I gained valuable insight into the dynamics of team software development.

Aquanaut's source code can be downloaded through GitHub.

It can also be viewed and played on Itch.io.

Fantasy Rugby - Nvidia PhysX and SDL2

A project where I created the foundations for the physics system of a fantasy-based sports game, including custom materials and physics-based objects.

This physics system's source code can be downloaded through GitHub.

It can also be viewed on YouTube.

UE5 Lighting Test - Unreal Engine 5

A UE5 project where I experimented with multiple types of lighting and materials, including day/night cycles, emissive materials and particle effects.

This lighting test can be viewed on YouTube.

UE5 Procedural Generated Environment - Houdini and Unreal Engine 5

A UE5 project where I experimented with Houdini to create a procedurally-generated landscape, complete with a waterline and randomly-scattered structures.

This procedural generation and my process to create it can be viewed on YouTube.

Aster - SDL2

A game I created using knowledge of SDL2 and C++ to create a basic arcade shooter, with configuration that can be read from a .txt file.

Aster's source code can be downloaded through GitHub.

It can also be viewed on YouTube.

Breakout - Unity

Breakout is a Pacman clone I created in university in order to gain an intermediate understanding of the Unity game engine.

Breakout overhauls many mechanics from the original Pacman: firstly, there's a timer which constantly ticks down that must be offset by gaining extra seconds through eating pellets and ghosts. There's also obstacles which must be destroyed via eating Power Pellets - but be warned, eating a Power Pellet will permanently make the timer tick down faster!

From a game design perspective, this game was created to assess and deepen my understanding of risk/reward, level design, gamefeel & to study how additional/modified mechanics can shift the dynamic of a game.

From a programming perspective, this game helped me familiarise myself with more advanced programming concepts such as game loops, game states, save/load systems & enemy pathfinding.

This game implements many rudimentary game mechanics such as score systems, timers, live counters, win/lose states & scene management.

Breakout's source code can be downloaded through GitHub.

It can also be viewed and played on Itch.io.