I am currently in my 4th year of an Honours BSc in Computer Games Development at
SETU, South East Technological University, Carlow.
I have experience in languages that include C++, C#, HTML, CSS, Javascript and python.
I have used IDEs including Visual Studio, VS Code, Anvil and Jupyter Notebook.
I have recent experience with the Unity Game Engine for both 2D and 3D development.
Other tools I have used include pandas for data analysis, github and git
for source and version control as well as Jira for project management.
I developed this game to demonstrate the A* Pathfinding Algorithm for my 3rd year project. The game has a standard enemy and a boss that has 3 phases. Both the standard enemies and the boss use A* pathfinding to take the shortest path to the player. The path is displayed at the press of a key.
This is one of three functional levels from my college 3D graphics project. The scene contains 3 enemy types, post processing visual effects, VFX graphs, power ups and score multipliers. All textures are done using both gouraud shaders and shader graphs. Projectile collision uses rays
Game and playtest data-analysis using panda dataframes to import playtest data from our self built cloud based API. Raw metric data is graphed and analysised to improve gameplay mechanics based on user feedback. Tools used were python, c#, jupyter notebooks, anvil and unity
Recreation of super mario World 1 Level 1. C# scripts were utilised for player movement, collision and UI. Box casting and ray casting were used for collision detection. Animations were completed by splicing sprite sheets and tracking frames in the unity animation window.
A firework particle effect completed using unity VFX graphs, particle systems and shader graphs. Part of this effect was later binded to enemy objects upon destruction to visually demonstrate an explosion. This was a contribution to a larger team based 3D project that aimed to replicate a 3D arcade shooter.
Example of animated UI. Menus had animated transitions for easy navigation between screens. A sample settings menu allowed volume manipulation. Level screen loaded into 3 different levels. VFX effects and shader graphs were used for aesthetics. This was completed in unity.
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with any questions or queries you may have.
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Thank You!