Unreal Shooter Game Mods

As part of interviewing process I had to mod Unreal Shooter Game Example. The requested mods were wall jump, wall run, jetpack, freezing gun, shrinking gun, rewind and pickup spawn at player death.
Details on mod creation can be given if requested.
The game can be played multiplayer in editor.
To test wall run and jump is better to play on TestingMap, for other mechanics Highrise map is suitable.
Unreal Engine is needed to play. Developed with UE4.17.1

Controls:

Jetpack: F or gamepad face right button
Rewind: G or gamepad left shoulder
Wall run: V or gamepad right shoulder

Download it now:
Project Download

Creature Battle Lab

Creature Battle Lab is an action game developed by Dojo Arcade for Android and iOS.
It is an action game where the player can create and fully customise different creatures. Each creature has 4 different skills chose by a set of skills.
I worked as programmer for the final part of the development, joining Dojo Arcade crew for six months. My role was as support programmer so I had to work on any code part that needed extra work to be finished, such as career mode, bug fixing, balance etc. etc.

References from Dojo Arcade can be provided on request.

Download it now:
Google Play Store
Apple AppStore

Erebus

Erebus is my final year project. It is based on Greek Mythology. An archaeologist goes for the first time in a just discovered Greek Temple, he will find the Pandora's Box inside it. Once the box is open the Erebus will be released and al the temple will be covered by an evil presence. The player has to survive at the environment and at creatures such as Harpies, Medusa and Minotaur.
Erebus has been developed for the Oculus Rift experience using Unreal Engine 4 with C++ class creation and Blueprint visual scripting. Some assets have been downloaded and some are made by myself. I have written my thesis on this game, focusing on the immersion experience that the Oculus Rift gives, on the mechanics and enemies AI.
In order to see the source code is needed Unreal Engine 4.7 with Visual Studio 2012.
Press ALT+ENTER to activate the Oculus Rift.

Erebus and my thesis have been used as a research for a pubblication called "Hardware Interfaces for VR Applications: Evaluation on Prototypes"

Light2Live

At the end of the first year at University of Westminster we had to develop a 2D game using Microsoft XNA with C#. Light2Live is the result of a workgroup with other 2 programmers in my course. It is a Platform game where the player has to solve some puzzles to find his way out of the house. The environment is completely dark, the player has just a torch to illuminate a part of the room. The light can change colours: yellow, red, green and blue. The environment will react to the different colours, showing or hiding doors and boxes. The house in infested by ghosts. To defeat them the player has point the correspondent light in their direction.
In February 2014 the Business and University Games Syndicate (B.U.G.S.) chose Light2Live to be one of the game shown live during their launch event.
My development parts were:

  • Mask creation for darken the environment
  • Changing light process
  • World reaction depending on light colour
  • Game objects creations, pairing keys and doors by an id in order to know where the player needs to be moved in the map or if the key is the right one to open the door
  • Collision detection
  • Player arm rotation
  • Main Menu
  • Finite State Machine

Greek Mythology AR

The Pervasive Computing module was focused on ubiquitous technologies. For our coursework we had to develop an application that could be either commercial or educational. I chose an educational application that uses Augmented Reality that let the user interact with the models. In my idea the user utilises markers to see mythological creatures come to life. The application is composed by two different game modes. The first one is purely educational, so the user can see the creatures and read on the text box the story and details behind it. This mode recognise just one marker at the time.
The second is the recreational mode, where the user can interact with the creatures seeing them move, fight or fly. This mode can be upgraded with more interactions and animations. In this mode can be read up to 4 markers simultaneously.
For the development of this application has been used Vuforia with Unity and C#.

UDK Level

This is the result of a design process made for the Games Engines and Platforms module. We had free design choice. My idea was to develop a tropical island divided by a volcano. The first part is the typical paradisiac island, long beaches and palm trees. Inside the volcano there is a maze. Once the player finds his way out there is the second part of the island, the one that wasn't visible. This part represent hell, so there is fire and skulls. There is a lava temple with some moving platforms. The player has to jump from a platform to another in order to reach the end of the level. During the development process I had issues with my computer because it wasn't powerful enough to let me create the complete environment that I had in mind at the beginning of the development process.

DirectX Mars

This was the second coursework of the Real Time Graphics module. We had to design a level using pure DirectX (Direct3D) and C++. We could choose anything we wanted for the design part. My idea was to create an ancient Mars civilisation. In the level are present statues, a temple and an arena. There is the Mars Rover moving back and forth and an UFO. The UFO and the teleport are interactable, collisions had to be created in order to not go through the meshes.
The meshes have been downloaded from Turbosquid.
The controls are:
asdw to move
mouse to rotate
left click to interact
e to unlock the mouse.

Asteroids in OpenGL

Asteroids was the first coursework of Introduction to 3D Graphics module. It was to check our capabilities on using OpenGL and GLUT. We had to develop just a simple asteroid game without the related physics. I have developed it using XCode on Mac.

Unreal Shooter Game Mods

Wall run, wall jump, jetpack, freezing gun, shrinking gun, rewind and ammo spawn on death mods of the Unreal Shooter Game example. Developed on request as part of interview process

Creature Battle Lab

This is a project I worked during 2016 for Dojo Arcade.
Action game with different creature battling inside arenas, under the eyes of their creator.

Erebus

Action Adventure game based on Greek Mythology. Developed for the Oculus Rift experience using Unreal Engine 4 with C++ class implementation.
This is my final year project.

Light2Live

Platform game with puzzle solving. This project has been made at the end of my first year of University. It has been selected to be presented live during the B.U.G.S. opening event in 2014.

Greek Mythology AR

This is the final coursework of Pervasive Computing module. It uses Augmented Reality through custom markers. It has been developed using Unity and Vuforia, scripting in C#.

UDK Level

Game engine coursework, free design choices of a game level using Unreal Development Kit (UDK).


DirectX Mars

As Real time graphics module Coursework we had to create a level using pure DirectX and C++.


Asteroids in OpenGL

First Introduction to 3D Graphics coursework, Asteroids developed using OpenGL and GLUT.