Showcase Projects

Full Fat Projects


Platforms

Mobile - iOS/Android

Team Sizes

4+

Dev Times

2 Weeks - 2 Months

Tools Used

Unity
Perforce
Jenkins

Role Details

At Full Fat a single gameplay programmer takes the responsibility for their own individual projects, in pairing with a designer, artists and some floating devs for assistance. All our games are in the Hyper Casual genre and require rapid prototyping, as such speed and, the ability to pivot quickly and effectively is vital. The following is an outline of some of the projects I've predominantly been responsible for.


Roundabouts! - 2022

Unity [C#]

Gameplay Programmer

Downloads



Dot Dot Connector - 2022

Unity [C#]

Gameplay Programmer

Downloads


Word Hoops! - 2022

Unity [C#]

Gameplay Programmer

Downloads


Word Dunks - 2022

Unity [C#]

Gameplay Programmer

Downloads


Pickpocket Run - 2022

Unity [C#]

Gameplay Programmer

Downloads


Skyline Runner 3D - 2022

Unity [C#]

Gameplay Programmer

Downloads


Sword Runners - 2021

Unity [C#]

Gameplay Programmer

Downloads


Tourist Fest - 2021

Unity [C#]

Gameplay Programmer

Downloads


Madorium Projects


Robotech: The Macross Saga HD Edition - 2019

Unity [C#]

Lead Programmer

Details

Download

Platform

Nintendo Switch

Team Size

4

Dev Time

4 Months

Tools Used

Unity
NX SDK
Plastic SCM

Game Details

Robotech: The Macross Saga HD Edition is a ground up remake of the original GBA game based on the popular series.

Role Details

I was brought on to this project as a lead programmer to convert, adapt and/or rework the existing GBA source code. Given that the game was for an old platform and very dated code base I first adapted the level creation tool to export to more modern formats, from there we had the basic data to play with and reprogram the existing behaviours in ways to deal with the differing factors, such as the aspect ratios of the screen. In this we also adapted the co-op play to accommodate couch co-op instead of GBAs network link cable. Unfortunately, I left into a new role before this product could ship, but saw it through to approximately 80-90% complete. Overall, it was a great learning experience and allowed me much insight into how game development was in the not so distant past



The Puppet of Tersa - 2019

Unity [C#]

Programmer

Details

Download

Platform

Windows

Team Size

8

Dev Time

5 Months

Tools Used

Unity
Adventure Creator
Plastic SCM

Game Details

The Puppet of Tersa is an indie point and click adventure game. The concept was homegrown at Madorium from one of our artists as an Alice in Wonderland esque but with a darker tone. The gameplay offers typical point and click puzzle aspects, where the player need to find/combine items to solve problems presented in the world. Additionally to the expected gameplay there are other forms of UI puzzles thrown in for a variety of challenges.

Role Details

I joined this project part way through development, my major contributions to the project include retrofitting the saving system into the game, intergrating audio elements, scripting cutscenes, and programming and improving some of the puzzles. Although I wasn't present at the start I quickly became a vital part of the development team, usually handling the more complex and time intensive problems allowing the other developers to focus on scripting dialogue and item interactions.



Drunkn Bar Fight - 2019

Unity [C#]

Programmer

Details

Download

Platform

Oculus, HTC Vive, PSVR

Team Size

15

Dev Time

3 Months

Tools Used

Unity
Oculus Rift
GitHub

Game Details

Drunkn Bar Fight is a VR bar fight simulator/brawler game, it heavily leans on ragdoll physics and absurdity to create over the top fights between you and everyone else in the vicinity. There's not much else to say other than all the gameplay is designed to be over the top and fun opposed to realistic.

Role Details

This game is in perpetually development being an early access title, I was brought in to help program gameplay during a busy period on the backend of 2018 through early 2019 through Madorium. During my time on this project I programmed new elements of gameplay and across various levels and contributed greatly to bug fixes across the project. Alot of my work features on an upcoming level of the game that varies the existing gameplay to have a start and end, although a lot of things I've had a hand in can be seen in the existing parts of the game such as the whip and fixed jukebox functionality, among other things.




Game Projects


Hydrocity - 2016

UE4 [C++, Blueprint]

Lead Gameplay and Audio Programmer

Details

Download

Platform

Windows

Team Size

10

Dev Time

5 Months

Tools Used

Unreal Engine 4
FMOD Studio
Tortoise SVN

Game Details

Hydrocity is a boat racing game that focused on realism in graphics and physics, it was made by a small group as a part of a uni course module, and still features on the official Staffordshire University showcase for the Games and Visual FX department. Our team faced a challenge making this game due to absences of a few members throughout the development process from the Technical and Design sides, This left only two programmers making this game including myself, despite this we managed to create accurate physics with a dynamic wave system and fully implemented a one-way checkpoint based racing system in both single player and local split screen multiplayer modes.

Role Details

Although both of us worked across the board and collaborated on most aspects, I took lead on the gameplay side of things, this included the checkpoint system for both single and multiplayer, pick-ups, making the ramps work, creating a precise timing system for laps and split times and the game saves for retaining this information, and the multiplayer place detection which relies on whoever has the closest proximity to the next checkpoint. Due to the stripped back team and no confident design team members, late in the development I agreed to sort all of the audio out (excluding the track choices for the title screen and game trailer). I used FMOD to sort all of this, as it allowed more advanced audio control than UE4 alone, this enabled me to imitate accurate engine revving in game and sort out the soundtrack too.


CoreTex - 2016

UE4 [Blueprint]

All Tech

Details

Download

Platform

Windows

Team Size

2

Dev Time

1 Week

Tools Used

Unreal Engine 4

Game Details

This prototype was a pitch for a game as a part of a university module, it got declined in place of a less ambitious game due to disagreements with scope. The team during this part was just me and a friend, we managed to get all the core aspects roughly done in the short duration we had to make this. The principle idea behind this game was to create something that took influence from Silent Hill and Resident Evil but with a different twist, making it in a cyber synth horror genre with more up to date controls and gameplay that expands on the old style of the aforementioned games.

Role Details

I was the only technical force behind this work, with the help of a friend on design to mock-up the stock art environment and level design. We agreed on design choices for how the player controls worked and I created a player controller to suit this, it featured tank controls for the player except when in aiming mode where strafing was a allowed, this was also the case for aspects like reloading and swapping weapons where aiming had to be active do those actions. Other things added to the game where some very basic AI to show the ability of manipulating them as needed to suit the game, trigger events used to activate the AI (later to be paired with a player detection system similar to stealth games), player pick-ups for ammo, and pick-up health kits that can be stored then activated to regenerate health over a short duration.


Rina's Revelation - 2015

Unity [C#]

Scripting and Level Design

Details

Download

Platform

Windows

Team Size

5

Dev Time

4 Months

Tools Used

Unity Engine
3DS Max
Adobe Photoshop

Game Details

Rina's Revelation is the first group game project of which I was a member, this was a part of a first year uni project that was there to teach us the core principles behind games design, we all agreed to make a puzzle based game and eventually it evolved into the product that can be seen, it took environmental inspiration from the older tomb raider games.

Role Details

In this game we all worked on most aspects at one point or another, my contributions were mostly in making scripts for some of the gameplay such as the moving objects, I did however participate in creating sections of the level with model sets given by other team members, I also 3D modelled and set up the light and particle effects on the torches used throughout the game.


Atmos - 2017

UE4 [Blueprint]

Scripting, UI Design and World Design

Details

Download

Platform

Windows

Team Size

3

Dev Time

1 Week

Tools Used

Unreal Engine 4
GitHub
Photoshop

Game Details

Atmos is a game based on the idea of surviving environmental and weather conditions in pairing with enemy mobs. This is an early prototype version of the game made for a game jam, a new improved version is under development but currently on hiatus. Our aim for the next milestone is to add some basic crafting/building, a terrain mantling/climbing system, procedurally generated areas, and completing functionality on a dynamic Day/Night and Seasonal Cycle affecting environmental conditions such as weather.

Role Details

My Primary job in developing this prototype was creating a cold/heat/other damage system when away from balancing areas in a way that can account for stat changing items and different weather conditions later. Additionally I worked on the Day and night cycle which has been made to be completely modifiable by designers and re-purposable, this branched into full time and season management system in the current development version. Also I contributed to the world design via map creation in Photoshop and prototyping terrain areas in engine.


ThreeJS Project - 2018

ThreeJS [JavaScript]

Solo Project

Details

Play in Browser

Platform

Web

Team Size

1

Dev Time

3 Days

Tools Used

Visual Studio
Three.JS

Overview

Currently this is a very early prototype of a retro 90's style FPS game like Quake, so far I have implemented Camera and Player movement, 3D object rendering and texturing and some basic UI elements. This is a demonstration of what I've been able to achieve in my brief time spent learning Three.JS and WebGL.
Please click Play if you wish to check it out in your browser.


Nox: Game of Drones - 2017

Unity [C#]

Gameplay Design and AI Programming

Details

Download

Platform

Windows

Team Size

1 - 3

Dev Time

4 Months

Tools Used

Unity
Adobe Photoshop

Game Details

Nox is a Framework designed by my former Lecturer Yvan Cartwright, its is a 2D top down space game/framework that incorporates various systems for ships, such as power grids, shields and more, it is tailored every year to fit the module that runs using it, to teach AI and Prototype design

Role Details

In the Nox framework I had to manipulate Finite State Machines to make AI's fit to undertake tasks/scenarios of various dificulty, these tasks included a race between students on the module, boarding a hostile space station (with an advanced AI, weapons and shields) and both free-for-all and team battles. Most of these scenarios inlcuded creating a custom ships from the framework, making ship skins, layouts and even custom weapons in certain bounds of acceptability in the framework.


Flight Simulator - 2016

DirectX [C++]

Graphics, Collison Detection, Physics and AI Programming

Details

Download

Platform

Windows

Team Size

1

Dev Time

3 Months

Tools Used

Visual Studio
DirectX 11

Game Details

A very simple flight simulator, with a physics model (gravity, thrust. upthrust, downforce, drag), 3D model loading, rendering and texturing, flight controls and waypoint AI for an NPC plane.

Role Details

This was a part of a University module for Advance Graphics Programming, it saw me deal with all aspects of the DirectX pipeline, from Vertex Buffer and Vertex Shader to the Rasterizer and Pixel Shader. I had to implement 3D model loading, the texturing, the environment, the physics, AI and controls.




Mobius Projects


VRP Player - 2018

Unity [C#]

Full Developer

Details

Download

Platform

Windows, Android iOS

Team Size

1

Dev Time

3 Weeks

Tools Used

Unity
Oculus Rift
Various Mobile Devices

Project Details

VRP Player is a VR video player that plays 180° 3D videos, it includes a 3D Lobby environment where users can interact with environment elements, and can select any videos they wish to play, in its current form the app can only play videos that are vertically split (side by side) 3D 180° videos, as this is what was asked of us by NetFilms, the company that commisioned this work. The project would be expandable into playing all kinds of different videos in a VR setting, such as 360° video in both 2D and 3D and standard 2D video on traditional or curved screens. The underlying theme of this project is of a sensitive nature and to be handled in a professional manner due to potential HR issues.

Role Details

I was given this project after replacing Mobius Media's previous Unity developer (leaving me as the only Unity developer), who had started this project but didn't see it through to completion, I was given mostly finished builds of the Windows and iOS versions of the application and had to fix a few minor issues and do shipping builds, for windows I had to build an exe and sign it for Windows SmartScreen, for iOS I had to correctly provision it and publish it to the Apple Store, in addition to professionally comminicating and disputing with Apple's testers over their testing process in which they tested the iPhone only app on iPad twice and failing it. For the android version of the app I was left a half complete project which was incompatible with the current GVR Unity SDK. Because of this minus the assets which which were used across all platforms, I built the entire project from scratch. Under urgency as the product was already supposed to be shipped I quickly learned and handled the GVR SDK, Mobile optimisation, and Networking and Caching to professional standards in 2 and half weeks.


Deep Screens App - 2018

Unity [C#]

Finishing Developer

Details

Download

Platform

iOS

Team Size

1

Dev Time

2 Weeks

Tools Used

Unity
Distribution Server
iPad

Project Details

Deep Screens is a commercial app for 'The Deep', its a privately deployed solution for interactive information on exhibits. The app was deigned based around the idea that the exhibits can be easily added or edited on the clients end without having to deal with any coding needed, we did this in the form a Wordpress esque backend system on a server where forms of the infromation can be made and edited, this is then converted to JSON files which is then hosted on the server along with all the corrosponding images. The app itself checks for an updated MD5 signature at intervals, if the corrosponding JSON doen't match the current on it updates it to match the server version. An added obstacle in this is that due to signal issue with Wifi at the deep the iPads are run on aeroplane mode at all times other than when they're updating the app, this required a method of caching the images so that the app had a fully functional offline mode.

Role Details

This project was partially developed when I joined mobius and needed a fair amount of work to get to the professional promised standard. The core functionality of the app was in place on the build I was given and worked with hard coded data bundled in with the app, the networking and dynamic content however wasn't implemented fully, I had to fix an asset streaming method to grab content from the server, because this needed to work offline I had to also work in a caching system to meet this requirement, standard unity caching proved unsuitable for this task as on iPad it liked to periodically clear itself, so I built my own function that ripped the required images to a persistent assets folder as a work around. I also inherited a load of optimisation issue in the project which were detrimental due to hardware limitations of iPads, the most notable bug was crashing due to a build up of memory usage while toggling between tabs, I narrowed this down to being a problem with the images, as the dynamic system meant textures had to be generated on the fly, the texures created and stored each instance in memory which didn't automatically clear so I manually added a clean up method which fixed the issue.


Yorkshire Plywood - 2018

HTML, CSS, PHP, JavaScript

Core Developer

Details

Visit

Platform

Web

Team Size

1

Dev Time

4 Weeks

Tools Used

VS Code
MAMP
Various Test Devices

Project Details

Yorkshire Plywood is a Hull based plywood sales buisness, their previous website was looking very dataed and had limited functionality. They went to a local development company called bluestorm, who work closely with Mobius, the job was outsourced to me from bluestorm, they provided a basic design that we had to expand upon and figure how to incorporate features that they wanted into the website.

Role Details

I was given this project with only a PDF template and description of functionality they wanted, from this I built the entirity of the visuals using HTML and CSS whilst taking time to ensure that it remained scalable across multiple devices. There were also features that required some JavaScript (such as the search bar) and PHP, this was predominantly the product listings which I encorporated PHP element templates for the products to be later handled by a CMS.




Music Projects

All made by me in Ableton with accompanying tools


Carmun - 2018

Horizon Sqrd

Holographic Nightmare


 

Iron Rain

Cold Under

Resident Evil (1,2 & 3) inspired music - 2018

Fallen Nephilim

Grand Entrance