top of page

GAME DEVELOPMENT

Projects - CubeTac
CubeTac 1 New

CubeTac is a competitive, multiplayer, grid-based strategy game. Each player begins the game by placing a portal on a custom-generated map. The portal allows them to create units, which can then be used to overwhelm and destroy the enemy players' portals.

​

CubeTac is an incomplete product in ongoing development. As such, there is still content to be created, polish to be added and bugs to be fixed.


For more information on CubeTac, click here.

Projects - The Gram Prix
1.png

A virtual reality racing game that gives players the chance to pilot a toy car from the driver's seat. It is a short, competitive experience with a winding track, a selection of power-ups and a handful of towering set pieces.

​

This was the final team project I undertook in my time at the University of Portsmouth. It was built for Novatech with the goal of demonstrating their 2DOF gaming simulator chair in a public setting.


For more information on The Gram Prix, click here.

Projects - Dissertation
1.png

I made this project to explore two different ways of developing artificial intelligence behaviours. The goal was to identify the most efficient strategy for creating AI that can be procedurally generated, allowing for gameplay with more variety in the characters and enemies encountered along the way.

​

My research led me to consider two different development approaches which I called 'binary AI' and 'spectral AI'. I developed a simple AI system capable of using both of these approaches, then presented it to a test group to determine whether they could see a significant difference in variety between the two models.


For more information on my dissertation project, click here.

Projects - VR Rifle Demo
1.jpg

This demonstration features a firearm that can be wielded with two hands and a firing range to test the user's skill with it. The purpose was to experiment with various ways in which a two-handed weapon could be built for use in virtual reality games to preserve the greatest possible sense of realism, without using a real-world controller made to mimic the weapon in the player's hands.


For more information on this technical demonstration, click here.

bottom of page