UE5 · Solo
90%
MechHead
Low-poly UE5 sci-fi framework assignment built entirely independently. Five enemy types, custom AI systems, Lumen rendering, satirical in-world monitor screens, a football stadium, and 7 distinct map districts — built through approximately 105 engine crashes.
UE5 · Group (9)
80%
JaniTerror
A horror game built from scratch with a 9-person team — 2 artists, 2 3D modellers, 5 programmers. NomNom's contributions spanned programming, level design, asset setup, sound sourcing, and bug fixing.
C++ · Console
65%
The Forbidden Hell
A C++ console text-based horror adventure game. Full turn-based RPG battle system (4 roles, 9 damage elements), 5 enemies + a voiced boss, FMOD audio, FTXUI terminal UI, and a custom .the_forbidden_hell save format. Penalised for missing runtime DLLs on submission.
UE5 · Design Focus
85%
Peril Crab
GAME30510 — Games Design Foundations. A 2D Doom-like top-down shooter built on a shared framework. Design-focused: full level layout, 7 enemy types placed across a cross-shaped dungeon, annotated maps, enemy diagrams, Quick Point Table, and controller implementation.
UE5 · Blueprint
96%
Mechanic Prototyping
A solo top-down Sci-Fi shooter in Unreal Engine 5 across eleven weekly sprints. AI enemies with Behaviour Trees, a bespoke audio manager, Chaos Destruction, animated UI/UX, player levelling, multiple weapons, and Niagara particle effects.
UE5 · C++
95%
C++ for Engines
146 C++ source files, 18 systems, built from blank. Third-person ability-driven action prototype — mana spellcasting, AMD event bus, SOLID, six design patterns, Niagara VFX subsystem, save/load checkpoints, and a self-hosted Perforce depot.
UE5 · C++
80%
21 Junk Street
Tech Co-Lead for Team 21 on a raccoon cooking game in UE5. Built UAudioSystem and UNiagaraVFXSystem C++ world subsystems, a full 8-widget UI suite with animations and persistent settings, a PSX rain weather system, Day-Night Cycle, post-process outline material, NPC chatter component, and loot system. 100% personal contribution score.
Unity (3D) · C#
84%
Game Prototype 1
A solo 3D platformer prototype. One joystick, one button — layered across three sprints with full DualSense haptics, lightbar feedback, VFX, and multiplicative mechanics including Adaptive Dash and Momentum-Based Jump Boost.
Unity 6 · C#
84%
Game Prototype 2 — Fallowmere
A survival-horror prototype set in quarantined Fallowmere. Vosk offline voice recognition, a sanity-based health system, RE-styled interaction, a fully hot-swappable multi-device input system, and a NavMesh stalker with memory.
GDEV40008 · Level 4
92%
2D Top Down Framework
Solo iterative build of a 2D top-down Unity 6 game. Multiple enemy types, stamina and armour system, a functional shop, save/load, and a full critical reflection.
Unity 6 · C#
92%
Tank Controller
Custom raycast spring-damper suspension — no WheelCollider. Four-gear FSM at 20 Hz, three weapons (Money, Rocket, Flamethrower), Quaternion turret/barrel aiming, trajectory preview, slope seam assist, and a Pimp My Tank hydraulics easter egg. Full UI Toolkit HUD.
Unity 6 · C#
100%
Project Cleanup Utility
Unity 6 Editor tool for scanning, quarantining and managing unused and duplicate assets. GUID-based dependency traversal — no build required. Content-hash duplicate detection, safe quarantine workflow, deletion safety ratings (Safe/Caution/Unsafe), CSV + Excel export, Perforce VCS integration, and a full accessibility layer (Okabe-Ito colour-blind modes, high contrast, font size, keyboard nav).
Unity 6 · ECS
92%
Wave Spawner ECS
Enemy wave spawner built in Unity ECS (Entities 1.4.4, Burst). Custom .TomBen file format defines units, clusters, and waves. Managed authoring baked to unmanaged NativeCollections via singleton system. ECS seek AI, collision damage, and a live UI Toolkit debug panel.
Unity 6 · C#
89%
Mechanics Design
Two consolidated assessments: forgiving platformer mechanics (jump buffering, coyote time, wall jump, charged jump, sticky feet, bumped head correction) and game juice (DualSense rumble + lightbar, death corruption system, shatter death, VFX pool, in-game tutorial panels). Built on a partial-class CharacterMovement architecture with ScriptableObject data assets.
OpenGL 1.0 · C++
85%
OpenGL 1.0 Graphics Sim
A fully custom 3D scene simulation built from scratch in OpenGL 1.0. Day/night cycle, 8-light system, path-based object animation, OBJ/MTL parser, STB texturing, frustum culling, and a complete Dear ImGui scene editor — 25 custom C++ source files, no engine.
C++ · Visual Studio
Programming Fundamentals
Solo dev thread for GDEV40024. Two assignments: ten C++ coding challenges spanning ASCII art, I/O, calculators, data structures, and bitwise operations — plus a C++ console horror RPG.
C# · Solo
100%
Into the Shadows
A text-based horror RPG pushed to the absolute limit. 8,882 lines of C#, a 45-track original soundtrack wired through NAudio, a full save/load system, threading, and a combat loop inspired by Silent Hill and Resident Evil.
C# WinForms · Solo
100%
Midnight Storm
A 2D dodge game built in C# WinForms for the OCR Technical Diploma in IT. Every sprite hand-crafted in Piskel, four difficulty levels, WMPLib audio, lightning and poison mechanics. Showcased to the following year's students.
C# · Solo
No Hope
A text-based RPG in C# with a full level-up system, turn-based battle mechanics, and randomised world events. An early exploration of RPG systems design before Into the Shadows pushed the concept further.
Unity · C#
Project Dark Matter
A Unity project that never reached submission — the unit was dropped. Produced a working explosion trigger system, a Rick Roll powerup, Cinemachine camera work, and dynamic music based on player velocity.