Final Year Project – 3D Game Using Microsoft’s Kinect (C# XNA)

Posted by on Nov 11, 2013 in Design Work, Portfolio, Programming Work | 0 comments

Final Year Project – 3D Game Using Microsoft’s Kinect (C# XNA)

For my dissertation/thesis I investigated the current uses of pervasive computing in games, paying particular attention to Microsoft Kinect. I decided to build a short game demo in C# using XNA and utilising the Kinect voice recognition functionality which in my opinion is criminally underused. I’m a huge fan of old-skool adventure books/games such as choose your own adventure books and point and click games so I thought this could be a novel and interesting concept. I built the games engine from scratch, so although it may look primitive (remember, I’m no artist/animator) a great...

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Original Game Pitch – Game Design Document & Presentation (‘Demolition Dave’)

Posted by on Nov 11, 2013 in Design Work, Portfolio | 0 comments

Original Game Pitch – Game Design Document & Presentation (‘Demolition Dave’)

As part of a Professional Practice module (lecturer and prolific veteran game designer Jon Hare) at university I was asked to write up an extensive game design document, encompassing several things – firstly, an original game design pitch of my own. Secondly, a ‘licensed’ game design pitch; this involved choosing from three given licenses (pop artist Madonna, insurance website ‘Compare the Market’ and the movie ‘Drive’) and pitching a design idea around this. I was also asked to explore the various roles involved in a game studio (design,...

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‘Jack’ – 2D Platform Game designed and scripted in GameMaker using GML

Posted by on Nov 8, 2013 in Design Work, Portfolio | 0 comments

‘Jack’ – 2D Platform Game designed and scripted in GameMaker using GML

  ‘Jack’ is a first year collaborative university project designed and developed by myself, Tom Clifton and Sarah Hall in the game engine/editor GameMaker. The game is scripted using GameMaker Language (GML), the native scripting language for GameMaker. Each team member was required to design and develop two levels each of a unified game. After deciding on a 2D platform game, we chose to center our individual level designs around three separate game mechanisms, but with unifying elements across the six levels. This was a good first opportunity to conceptualise and develop a...

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Half Life 2 / Broken Sword Case Studies & own game proposal (’2024′)

Posted by on Nov 8, 2013 in Design Work, Portfolio | 0 comments

Half Life 2 / Broken Sword Case Studies & own game proposal (’2024′)

This report is from my first year at university and was an assessment piece for my ‘Introduction to Games Development’ module. I was required to do an in depth study on two games (from two differing genres) of my choice. I chose two of my favourite games; ‘Half Life 2′ by Valve and ‘Broken Sword’ by Revolution Software. The report discusses game narratives, game mechanics and influences from other games, media or real life events/places. The final section of the report required me to conceive of a unique initial game concept, discussing the same topics...

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Egyptian Themed UDK Level

Posted by on Apr 29, 2012 in Design Work, Portfolio | 1 comment

Egyptian Themed UDK Level

Here are some screenshots of an Ancient Egyptian style FPS level I designed and created using the Unreal Development Kit. There are examples of use of the Terrain Editor, using BSP brushes and materials, as well as static meshes  (including plantlife, waterfalls, ancient statues and debris). There are also examples of interactive objects, lighting, and use of Matinee and the Kismet systems. The level contains a large desert area with bodies of water (waterfall and a river) as well as ancient ruins, statues and three pyramids. There are two puzzles within the smaller pyramids that must be...

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‘Heaven Vs Hell’ – DirectX RTS game in C++

Posted by on Apr 29, 2012 in Design Work, Portfolio | 0 comments

‘Heaven Vs Hell’ – DirectX RTS game in C++

‘Heaven Vs Hell’ is a group project by myself, and two university colleagues (thanks to Tom Clifton and Paul Rosson). It is a RTS game coded in C++ using DirectX. In it you can play as one of two factions (Heaven or Hell) and battle against computer AI to defeat them. My main role throughout this project was to refine certain aspects of the design, including faction units/buildings and statistics such as health points, movement speed, strength, etc. I was also responsible for game balancing, level layout and QA. I also assisted in designing and implementing the game UI. In...

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