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COMMERCIAL PROJECTS

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Gods Unchained
2019 - PRESENT
Unity 3D Live Service Trading Card Game

 

Gods Unchained developed by Immutable is a live service digital trading card game, and the companies flagship title. GU players have true ownership of their cards with a full economy, thanks to our web3 platform ImmutableX.

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I contribute as technical designer, responsible for technical infastructure and implementation for the games core content (cards), as well as technical gameplay design. Im heavily involved with content releases, pipelines and automation.

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Jarli
2021
Unity 3D AR Installation

 

I was Subcontracted as an AR developer for an AR project called Jarli through University of Technology Sydney. I was heavily involved with setting up object tracking for the installation which coupled  animated AR characters tracking to a number of large physical scale model dioramas. It traveled around Australia for Exhibitions such as the Royal Air Force Show and Science Alive Adelaide.

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Syn-Stasis
2016 - 2018
Unity 3D 3rd Person Adventure & Turn Based Combat Game

 

Syn-Stasis is a tactical cyberpunk RPG set in a post libertarian future. It was developed in Unity by Transhumanoid Productions, an international team of developers. It features multiple explorative levels, turn based combat system and fully animated and voice acted cutscenes.

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I was one of the main contributers towards this project as a unity developer. I was responsible for almost the entirety of the UI implementationss, scene and save management, inventory and character management as well as the partial direction for the project.

PERSONAL PROJECTS

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Wizawd Book Tower
2023
Unity 3D 3rd Person Wave Based In-Browser Game

 

This is a simple Fantasy Adventure game, where you play as a Wizard who must Collect and Protect your spell books from increasinly larger waves of Goblins & Undead who will try to defeat you.​

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This game was originally a student project back in 2019 which I was responsible for gameplay and engineering. However in a couple weeks I have since competely reenvisioned its implementation and content specifically for my portfolio.

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Phase One
2018
Unity 3D 3rd Person Adventure Game

 

Phase One is a Sci-fi adventure survival game developed by 5 students. The player plays a a clone stranded on a vibrant alien planet, who must discover and harvest resources in order to sustain their survival. Each time a clone dies, time progresses and you can see the world changing.

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Im responsible for implementing all gameplay systems and content for this project. Notably the character system, camera, building, object interaction, daynight cycle as well as the unique time system, which simulates time speeding up and the enviroment changing.

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Dcept
2018
Custom Engine C++ 2D Party Game

 

Dcept is a single or 2 player party game where the player controlled assassin must hide with identical AI whilst trying to discreetly kill as many as possible. The Hunter must figure out which identical charater is the assasion.

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This is a project I solely worked on, and was the first game I wrote almost entirely from scratch in Cpp. Notably it included a component systems, animation systems, menus, character controllers and multiple complex AI behaviours & path finding algorithm.

 

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Oddfice
2019
Unity 3D VR Physics Arcade Game

 

Oddfice, or "Odd Office" is a single player VR physics sandbox game developed In Unity at AIE by 3 students using art from Synty Studios. You play as an office employee, and must throw objects around the office to cause as much chaos as possible before being caught by the boss.

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I managed the technical side of the project as well as being responsible for implemting gameplay systems, features and content including custom pysics interactions, VR moving. Optimization was also a focus of this project, particularily occlusion culling.

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Custom Physics Engine
2019
Custom Engine C++ & Physics Engine

 

I wrote this custom physics engine during second year at AIE. Its written from scratch in CPP using an Open GL Wrapper Bootstrap. It supports Rectangle, Circle and Line rigid bodies with mass, drag and elasticity. The physics engine was used to develop a basic pinball game to showcase its functionality.

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2019
Procedurally Generated City
Unity 3D

 

This project was my first attempt at prodedual generation, and developed in Unity.

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Its constructed from 3 different suburb types, which are comprised of blocks, roads, paths and buildings. The layout was calculated using noise based voronoi diagram's, and my own algorithms for road, path, building and block alignments.

Venture Beyond
2015
Unity 2D Adventure Game & Inventory

 

Venture Beyond is a small project i developed in unity to strengthen my pixel art skills and to develop an inventory system. It features multiple entities with different behaviours, bitmap based map system. It also includes an inventory system and UI I developed separately. It was a simple game where you fight different types of enemies in increasingly harder levels to gather loot and progress. It was developed in Unity.

2015
Unity 2D Adventure Game & Inventory

 

My Modular Character System is an ealry explorative project to develop my programming skills and attempt to implement a character system entirly from scratch. The Modular Character controller was setup that could be easily customized for any future projects. It had modules such as multi state stances, different interactions states, climbing, ragdolls, IK, item carrying.

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It heavily utalized unity's new mechanim solution, as well as asset store assets and and the Fuze Character service.

Modular Character Project
Unity 2D Multiplayer Fighting Game

 

Project Slammin is a team project I worked on during my studies at Tafe. Its a multiplayer physics based fighting game, made in Unity using the Photon Network plugin. It has multiple unique playable characters.

 

I was responsible for all the content implementation, engineering work, networking, animations, sounds and contributed heavily to the design.

Project Slammin
2015

SIDE PROJECTS & HOBBIES

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3D Printing & Modeling

3D Printing is a hobby of mine outside of gamedev. I learned blender to edit free online models for printing as well as modeled my own prints.

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Drones

 

Ive found quite an interest in building and flying drones. Its been a challenging new technical problem for me to solve. Ive had to understand multiple different protocals and firmware packges in order to configure flight controllers, gimbals and controllers. Ive also learned how to solder in order to connect the wireing for various calbes and components. My goal is to get a drone licence to fly drones commercially.

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