A networked multiplayer tank game created in the Unity engine.
Development time: 3 months
Written in C#
Technical achievements:
Wrote client-server network code
Utilized threading to run a server internally while also running a client ("Host Game" functionality)
Generated a randomized arena that
adapts to the player count
has destructible elements
continuously morphs during gameplay
is always synchronized for each client
A mock online book store created for an open-ended university project. Users can create an account, search a database of books, add them to their shopping cart, and purchase them.
I worked in a team of 3 to complete this project.
Development time: 2 weeks
Written in node.js, HTML, SQL
My role on the team:
Database design
Backend / SQL
A tech demo in Unity created to learn the engine and gain insight into how my favorite game works.
(note to self: find a better demo video)
Development time: 2 months
Written in C#
Technical achievements:
Built large meshes during runtime to visually represent the world
Used Perlin noise to randomly generate a dynamic world with unique biomes
Utilized threading to generate new chunks, build meshes, and handle chunk updates without blocking the render thread
A fully-formed platforming game made in Minecraft. This is a showcase of what Minecraft: Java Edition is capable of as a game engine.
This is also a showcase of our team's skills in programming, game design, and level design.
Development time: 9 months
Written in mcfunction
My role on the team:
Programming (30,000+ lines of code)
Game concept / game design
Level design (made quick drafts of levels so our artist and builders could run with them)
Technical achievements:
Created a full-scale game with a limited scripting language (mcfunction)
Implemented computer-controlled players that are
highly dynamic
fun to play against
efficient, with standard Minecraft servers being able to handle 24 of them without slowdown
Designed a reliable object spawning/management system that is durable against Minecraft's unpredictable chunk loading
Created a fully data-driven level system, paired with an accessible level editor