Become the Dark Knight and battle Gotham City's most infamous DC Super-Villains.
Development
As part of the Open-World team, I owned the implementation of core functionality for vehicle gadgets and interactions, enhancing the player experience.
Collaborated closely with designers and artists to turn concepts into scalable gameplay features.
Together with a co-dev team from TT Games, I worked closely with the NetherRealm Studios team, which is based in Chicago, on Mortal Kombat 1, 2023 edition.
Development
As part of the Tools and Automation team, I helped maintain and implement server side services and web-based tools to monitor and manage live game services, such as Live Messaging, Premium Store, Seasonal Content and Customer Services.
With TT Games and NRS both being part of Warner Brothers, we were deeply involved with the NRS team, having daily standups with their team members and a part of leads' meetings rather than being considered a third party studio.
As my first game at TT Games Studio, I worked on Lego Star Wars™: The Skywalker Saga from the early stages until release.
Lego Star Wars™: The Skywalker Saga has broken many records for the Studio in the first few weeks of its release and I'm glad to have been a part of it.
Development
As part of the gameplay team I helped maintain and implement AI systems and gameplay mechanics. I worked on various levels and behaviours throughout the game.
The scope of this game was much larger than anything I've previously worked on and has thaught me many lessons.
As part of my end of studies internship at Studio Gobo, I have had the privilege to work on the new Arcade Mode for the AAA Ubisoft game For Honor.
At Gobo, I worked with some of the best and most passionate people in the industry.
Development
As part of the Game Programmer's team, I worked on features for the Arcade Mode in a data driven system as well as providing some tools and debugging features for the designers and testers.
Project Tundra is a single player game made by 6 students as a group project. It's a game all about exploration, story and puzzles.
This was the first project we all worked on together, as well as the first time making a game in this genre. An atmospheric, story driven type of game. Enjoy!
Getting the outlines to work properly required some calculations for each mesh we created, we also needed to be able to set the colour of the outlines.
Therefore I created a quick and simple Unity Editor tool to calculate the avg normals for the outlines and set a custom vertex colour.
To be able to process all the vertices without freezing up the editor, the tool makes use of separate threads to do the calcualtions.
Navmesh
Due to the short time of the project and not being able to spend a lot of time on AI, we opted to use simple navmeshes to drive the movement of the cops and cars.
Misc
I setup the mechanics for interacting with and looting objects, as well as the data handling, level loading with persistent data and control schemes.
I also did some work on the UI such as making a simple system to create radial sliders and health transitions.
Personal project to learn more about Function Hooking and DirectX injections using .dll files.
The .dll hooks the DirectX pipeline and serves as a proxy redirecting it to the original target function. It also hooks several Windows function calls to intercept keyboard and mouse input.
After hooking the DirectX pipeline I used ImGui to add a quick and clean UI on top of the hooked game or DirectX application.
Based on the open-source post-processing framework 'Reshade'.
I'm currently using this project as a base for my grad work which is a DirectX 11 injected dll that can be used to export textures and meshes at runtime.
Paper and demos downloadable below.
Feel free to contact me for more info.