Elementide is a strategy game in the tower defence genre, made for the PC in UE4. It started out as a project in my second year at Kingston University, and ended up being my individual final year project during the third year, making it essentially my bachelor assignment.
Like the assignment title reads, this was a solo project where I only used a handful of assets (sounds, music, models) made by other people. Every other aspect of the game was originally created by myself for use in the project. It was made exclusively using blueprints, meaning no C++ is present.
The game plays a lot like a traditional tower defence game, placing mazes and towers to defend a core from incoming attackers. What makes it special is the ability to combine towers of different elements, which when coupled with a season system provides 56 unique tower combinations. The player can also spawn units of their own.
Made in 2017
Itch.io link: https://robezki.itch.io/dr-fusion
DR: Fusion, made in Unity for the PC, was one of the final game projects that was part of a course at Kingston University. It was developed by a team consisting of six members, over a time period of three months. It's currently available for free at itch.io.
My main responsibility on this project was programming, specifically gameplay and A.I., though I did end up creating the tutorial and adding sound effects as well. The vast majority of my time spent developing was with C#, controlling the drones and making the computer controlled drones simulate controller input.
The game can be played with practically any controller on the market plugged into a PC, and plays like most kart racers only with an added dimension to move in. One drone controls like a jet, while the other a helicopter. While racing, players can also pick up power-ups and combine them with each other to create obstacles for other players. It supports 4-player couch co-op, as well as up to 12 players in the same race.
DR: Fusion Trailer
Made in 2016
Play store link: https://play.google.com/store/apps/details?id=com.TVII.SolarShooter
Solar Shooter, made in Unity, was the first game I developed as part of a team. It was made over the course of three months as part of a university project, and is the first game anyone on the group ever published. It is currently available on the Google Play store, free for all android users.
Programming was one of my main responsibilities on the project, in addition to quality assurance. Most of my working hours was spent writing code in C# controlling the gameplay mechanics, AI and other miscellaneous aspects of the game. The rest of the time was spent taking user feedback and translating it into concrete bullet points, as well as testing for bugs and balance issues.
The game functions as a twin-stick shooter, complete with power-ups, bosses and level specific features. The campaign can take somewhere between 15 - 30 minutes to complete, and gets replayability through unlockable skins and weapons.
Made in 2015
Glittertind was the first 3D game I ever made. It was never published nor completed, but served as an amazing learning tool for both the Unity engine and C# coding. It was developed alone, as a university project.
The gameplay mostly revolves around walking, though the player also has the ability to wall jump, pick up and throw objects, as well as equip and swing an axe. All obstacles in the game are overcome by using these mechanics.
Made in 2016
This multiplayer mini-game was made by three people as part of a university project. It was developed in Unity using C# with the Photon add on, with models made in Maya.
All three members of the team worked together to make the online multiplayer work, while my specific responsibilities included power-ups, two map models and the camera system.
Bounce! - Trailer
Made in 2014.
The second game I ever made. It was developed using a custom physics based game engine in C++ built by Jarek Francik, a professor at Kingston university during my first semester.
It's a simple pinball game, asking the player to launch the ball and use the flippers to keep the marble from falling down.
Made in 2014
The first video game I ever made. It was developed using a custom engine in C++ made by Andreas Hoppe, a university professor at Kingston university during my first semester.
It's a 2D racing game, complete with dynamic obstacles, different cars and power-ups.