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ROLE: Lead Programmer C++  / Game Developer

Target Platforms: Windows, Mac, Linux

Colour The World - Design Challenge Video

Colour The World - Design Challenge Video

Play Video

Colour The World

Unreal Engine 3D 

Capstone Project
Description: 2 Players
- Steam Online Multiplayer
- Couch CO-OP

 

Project Scalable

ROLE: Game Scripter C++  / Game Developer

Unreal Engine 3D 

Description:
This five-level puzzle game was the result of a successful Unreal sandbox and C++ scripting experiment between designer (Jaylin Grierson) and programmer (me - Nicholas Short). The game consists of puzzles and mechanics designed for emergent gameplay, where players are free to come up and feel proud of their own solutions to these puzzles. Players are able to pickup, scale, rotate (on any and all axes), throw and/or place objects of their choosing, in order to discover their own solutions to given puzzles. Puzzles include finding ways to open doors with keys, pressure plates, fitting objects through gaps, and many more... May each level become the playground of the player's choosing! 

Target Platforms: Windows, Mac, Linux

Takeaways:
Prior to this project, I had no hands-on experience with C++ and only had experience with Unreal using the Unreal Tournament template. My teammate and I wanted to expand on our understanding and comfort of the engine, while building some practical experience with C++ and game engines outside of Unity Engine. 
This project allowed me to learn about writing actor classes and components from scratch, all while following industry standard practices and exposing game logic and development tools to designers via editor or visual scripting (Blueprints).

ROLE: Lead Game Scripter C# / Game Developer

Unity Engine 3D 

Samurai Defense

Target Platforms: Windows, Mac, Linux
Mobile - Android

Description:
This wave-based strategy game was created as a final project for a handful of game design courses at Sheridan College. The game was intended from the get-go to run on mobile devices such as Android and IOS, and ideally even published on the Android store. The game consists of randomized rounds including defeating waves of enemies, protecting villagers around the village from incoming threats, destroying randomly spawned enemy portals (enemy seeds)  across the village, and defeating mini bosses every 5 rounds. Players both move and attack at the same time, as the player controller revolves around the idea of slashing enemies back in forth in any direction possible. This was due to the fact that our target platform was mobile platforms, and so, to best replicate the feeling of being a true samurai, players are able to swipe across the screen to directly create their own chained combos. Our game was acknowledged and praised amongst other peers and professors for its visual polish (within the given time frame), creative mechanics, and engaging gameplay. 

Takeaways:
Though this project had its ups and downs due to the nature of working entirely remotely for an entire semester, we have managed to create an incredibly polished project that our entire team can be proud of.  Along the way, learning and implementing agile methodologies, as well as continuing to improve on existing C# skills proved to be an incredible asset for me as an individual and team programmer. 

ROLE: Ubisoft contestant C++ Programming

Target Platforms: Windows, Mac, Linux

Native Raw C++ and Ubisoft OpenGL API 

Checkout link if you are unfamiliar with provincial competition or submission guidelines 

Ubisoft NEXT

Description:
Given a simple API that includes basic 2D sound, input binding, and the ability to draw colored lines on screen, as contestants we were given 48 hours to recreate the classic arcade game Tempest, while including a new unique system or mechanic. In my case, my unique mechanic was allowing the player to have a floating orb that revolves around the player and acts as a temporary shield when hit by an incoming enemy projectile. As for my unique system, I made a random arena generator. At the time I had no C++ experience, and so, I used this competition as a perfect opportunity test out the C++ waters so to say, and build an application that did not make use of an existing game engine as I had been used to at the time. 

Ubisoft NEXT 2020 Submission

Machine Learning Projects+ Game Jam award winning projects to be included soon! :) 

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