Projects
Project : Helios
Currently in the first semester of Level 5 BSc (Hons) Computer Games Programming at University of Staffordshire, I am covering the module Real-Time Rendering.
Within this module I am rendering a 3D scene through the usage of Direct X11 and the programmable aspects of the graphics pipeline. This project is being coded in C++ with a base Framework provided by the Games department.
Features Implemented:
Game Asset rendering from .obj files.
JSON storing/loading for scene objects.
Bling-Phong Shading Per Pixel with Directional Lighting.
This module is building upon my knowledge of graphics programming. Through increased complexity of: creating shaders to share rendering workloads between the CPU and GPU, loading and storing scene data into JSON file format through serialisation and de-serialisation, incorporating design patterns to create a decoupled, readable and expandable codebase.
Project : Aliens!?
In the final semester of Level 4 BSc (Hons) Computer Games Programming at University of Staffordshire, I explored the module Bespoke Platform Development.
Within this module we explored the concept and practical application of porting over a functional game from Windows to a handheld console, the Evercade. Although due to an NDA not much can be said surrounding the process of porting the game over, it did require the consideration of: code quality; how could design patterns be implemented to facilitate optimal code to ensure optimised performance on a less powerful device than a desktop pc, project scope; crafting an initial project proposal to convey inspirations and overall scope of the project utilising a Gantt Chart to identify milestones and project progression and MoSCoW analysis for must have, should have, could have, won’t have.
Features Implemented:
Scene management.
Game actor movement.
This module developed my knowledge of the requirements of cross-platform development; considering target platforms hardware limitations and building around this, project scoping and management; through; dev logs and task prioritisation, incorporating compound patterns for high-quality code and utilising the SDL library to develop a simulation.