My first ever group project, a couch co-op made by 2 artist and 2 programmers in unreal engine. We started from an empty project and went through a simplified pipeline: prototype -> production -> polish. As programmers, we prioritized using C++ to accelerate our learning of unreal development with C++. Besides expanding on my unreal and C++ knowledge, the main experience here was learning to work and communicate in a team with non-developers.
A remake of the classic arcade game Tron, specifically the Battle Tanks segment. This project was made using a self-made engine which was developed alongside the game. I implemented common game programming patterns inspired by Robert Nystrom’s Game Programming Patterns. Creating both the game and the engine from scratch significantly improved my C++ skills as well as my critical thinking, particularly when evaluating whether certain patterns or systems would be overkill for the engine
One of my earlier projects from the first year of my game development studies, this was a remake of a level from Metal Slug 1. As one of my first projects, it served as a valuable stepping stone into C++ game development, helping me build foundational skills and gain experience.
A small fan-made Pokémon project created with my friend Tijl Gommers. As one of my earlier projects, it features a simple game loop with randomized tiles for each level. In the future, I hope to add utility AI for the enemies to further enhance the gameplay loop. Despite its simplicity, this project provided a valuable and enjoyable first experience in C++ game development (Currently reworking see Minigin-branch).
One of my first dedicated gameplay behavior projects, focusing on vector flow field pathfinding. Learning both basic and slightly more advanced pathfinding concepts using Unity was very valuable. As this was my first time using Unity, it was also my first experience using C# in an engine, adding another important skill to my development.
This project was used as an introduction into graphics programming with vulkan. I made a rasterizer which can read obj files, render multiple Meshes and has a pbr shader in glsl. The main learning experience here was correctly setting up a render pipeline in vulkan using vulkan's tutorial and documentation as reference.
My first introduction to graphics programming, using DirectX as the API. Before creating this rasterizer, I also built a simple ray tracer, which I then compared to the rasterizer. The rasterizer supports loading and rendering multiple meshes from OBJ files, with shaders written in HLSL, one of them being translucent. This project was a valuable stepping stone into graphics programming and shader development.