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. I had some experience with blueprints in unreal engine before but the C++ part of unreal was new for me. We as programmers used C++ as much as possible. The main learning experience was correctly communicating and working with other people (both programmers and artist) and using C++ in unreal.
After making a remake of an old arcade game with a provided framework it was time to do it using my own 2D engine / framework. Making this engine was a very good learning experience trying to implement the correct gameplay programming patterns. And critically thinking about whether this gameplay pattern has a use case in my game or if there is another more suited one.
My first dive into pathfinding more specific vector flow field. Besides learning the basics of pathfinding This was also my first time using Unity and C#. Vector flow field was a very interesting pathfinding method which is useful when working with a lot of entities i.e. zombie games.
After having my first introduction to graphics programming using DirectX it was time for Vulkan. I made a rasterizer which can read obj files, render multiple Meshes and has a pbr shader in glsl. The main learning experience was correctly setting up a Vulkan project using official tutorials and documentation.
My first ever game project, remaking an old arcade game in C++. This was during my first year as a game development student, I was tasked with remaking the first level of Metal Slug 1 in the provided 2D framework. This was done using the C++ and gameplay programming techniques we learned that year.
This was my introduction to graphics programming and with that DirectX, as a game development student. We first had to make a ray tracer and a rasterizer in a template project (no DirectX). We were then asked to compare the rasterizer and ray tracer. Afterwards we were instructed to make a simple rasterizer using DirectX with a pbr and translucent shader in hlsl. The rasterizer is cable to load obj files and render mutiple meshes.
Rogue Pokémon is a small side project created by me and my friend, Tijl Gommers. As fans of the classic Pokémon games, we aimed to capture the nostalgic feel of those adventures. In this game, you can explore randomly generated levels and encounter Pokémon in the grass, mirroring the gameplay mechanics of the original titles. This project was developed using a simple game engine. Hoping to add utitliy AI in the fututure, to make the fights more intresting.