

Planet Mush boasts a cute aesthetic and calming gameplay focused around collecting mushrooms from different environments on a planet in outer space and planting them on the homestead’s farm to create ‘Shroom Brew,’ which the player can sell to Earth to gain in-game currency. By defending their farm from monsters and selling their brew, the player can upgrade their tools and farming equipment to create higher quality brew.
Lead Programmer
My Contributions
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Inventory systems
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Crafting system
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Farm gameplay
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Day and night cycles
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Enemy state machine AI
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Combat
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Save/load system
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Mission/quest system
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tutorial design
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Shaders


My Contributions
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2D Character controller
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Mechanic programming
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save/load system
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Organising team with regular meetings


Contract Gameplay Programmer
Based on the traditional fairytale of ‘Hansel and Gretel’, you as the player will step in the shoes as one of the children. Escaping the clutches of the witch is not as easy as once thought. You must complete a series of puzzles presented within the Witches house, in completing each one, an element towards breaking the spell on the house is unlocked. But beware, whilst trying to escape, the Witch is hunting you down.





Programmer
Monkey Madness is 2-4 player competitive party game where each player must collect as many bananas as possible while balancing on an unstable platform suspended above a volcano.
I was the only programmer on the team for Monkey madness and ended up producing the majority of the content in the game.
OpenGL Scene rendering with shaders
Low level programming and graphics programming modules




Using OpenGL and GLFW library I built a basic obj. model loader. Alongside that I also built a scene that supports multiple lights and various different shaders.
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Fragment and Vertex shaders
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Tessellation Shaders
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Render Targets and offscreen buffers
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Shadows
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reflections
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Lighting
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Geometry Shaders
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Model Loading
AI Tank Behaviours
Artificial intelligence in games module




For this university assignment I took the tanks unity example project; removed player control and made it so that teams of tanks fought each other using various types of AI behaviour systems. This involved writing systems for behaviour trees, state machines and goal/utility approaches to AI in games.