From a young age, my curiosity about how things work often led me to dismantle gadgets that probably should have remained intact. This blend of mischief and inquiry wasn't just a phase; it was the spark of my profound love for problem-solving and understanding the mechanics behind complex systems. This fascination seamlessly transitioned into my passion for video games, where I wasn't just playing but constantly analyzing and imagining how I could enhance these virtual worlds.
My journey into game development began as an extension of this curiosity. Driven by a desire to build and program games, I immersed myself in the art of recreating theese engaging systems. I've always been particularly intrigued by procedural generation—creating content algorithmically as opposed to manually—because it offers endless possibilities for gameplay and innovation. By experimenting with this and other features, my goal is to craft games that aren't just novel but also push the boundaries of what games can are
Today, as a game developer/programmer, I am committed to being a part of both the present and the future of game programming. Experimenting with new techniques and technologies, I strive to contribute to the evolution of gaming, ensuring that with each thing I develop, I want to offer players a unique and captivating experience. I see every project as an opportunity to learn and grow, and I am excited to continue exploring the limitless possibilities of game development.
Even though this doesnt hold much weight with the programming side, this job held me up to standards that had to be met not only for personal saftey but the reputation of the company. This job help create a work ethic with early starts and long hours, especially learning to follow the spec planned out by anther person.
Studying here was a last minute disision for me, however possibly the best made for the furture path i wanted to walk down.
During this prject we made a rouge dungeon crawler. This is kinda where my want to learn WFC started as i accidentally made a generation method that in concept is very similar
This project was built as a further development of the final year project i started. This is a c++ version of my WaveFunctionCollapse optimisations proving that certain methods can be use to make things faster, even more with differing languages.
This is the first iteration of the WFC algorithm that i eventually implimented into unity, this creates images of the connections to visualise.
This was the final artifact of my Dissertation, this ended up being a poor and rushed job filled with memory leaks and speed inacuracies. The c++ version is so much better. I only did it in unity to kinda prove you could do it real time.
This was a experiment/learning experience as i wanted to see if i could recreate the minecraft tts reddit videos and i did get it working however due to api changes no longer work.
While at Uni i was tasked with a group to make a cross platform game engine. I help create the physics and debugger/ui system with imgui.