Glasgow School of Art
GSA
/* In 2020 I made the decision to leave school a year early and complete a portfolio course at the Glasgow School of Art’s open studio. At the time, I was unsure on what discipline I wanted to specialise in, however, after being exposed to applications such as blender and other 3D software I decided to make the leap into art within immersive experiences and the game design behind those experiences.*/
/* Through this I began to reconnect with my love for programming languages and their applications especially with me being introduced to C# within the Unity3D engine. I was also lucky enough to study a semester at Hochschule Luzern School of Applied Sciences where I was part of an introduction to the C language course, which led to my interest in low-level programming, game engines and their production and a desire to learn the C++ language. */
What follows is a collection of projects I have completed during my four years at Glasgow School of Art.
/* ZRunner was a project with the aim of creating a proof-of-concept demo for a first person procedurally generated endless runner game, with the intention for this to become a fully fleshed out experience for future publishing. The games core features/selling points are the procedurally generated environment, the increasing level of difficulty through its speed and its parkour/gun combat quick time events. This project intended to achieve smooth procedural environment generation within unity and camera movements which flowed well with the pace and movements of the game and its first-person perspective. Additionally, considering future development opportunities, this projects codebase aimed to be robust, scalable and utilise industry standard programming practices with the intention that if new developers began working on the project they can integrate into its codebase easily and efficiently.*/
/* The game is set within the interior corridors of a massive, crumbling building on the verge of collapse, which introduces a sense of urgency and panic. The structure is falling apart in front of the player with; walls cracking, the floor falling out beneath the player, and debris flying through the air as the games wider setting is during the aftermath of some form of apocalypse type event, which ultimately led to the beginning of this experience and the zombie like characters which chase the player.*/
/* This project followed a 12 week development schedule which covered a 2 week design and ideation stage where I created a 3,000 word game design document as well as prototypes. A 10 week implementation phase then followed where a demo was created and then presented to my peers as well as industry members.*/




Demo Video:
The Jinn
/* The Jinn was a project brief presented by the production and games studio Blazing Griffin in Glasgow, Scotland. The brief was, in a group of 5 members, to create a short horror themed experience with an emphasis on replayability. This project was my first opportunity working within a team of people with all different skills and disciplines, which was exciting, and extremely useful for me as I am also interested in leading a team of developers in the future.*/
/* The Jinn revolved around the idea of religious evil spirits attempting to corrupt and harm a player. The player character is tasked with photographing and clearing out an old apartment of one of their deceased relatives. This is where they then encounter the Jinn.*/
/* As I would not be present for the second half of this project as well as being the only programmer within our team, my personal aim was to contribute as much programming and planning for future development as possible. This meant I planned and implemented all game mechanics including a camera photo taking system as well the players movement using multiple fixed camera angles. I also made sure to keep the codebase as concise and well documented as possible so that future development could be seamless.*/
/* Game mechanic asset lists as well as flow diagrams were also made to make sure all members of the development team present, and future were on the same page in terms of the games direction and gameplay flow. This project took place over 12 weeks then ended with a pitch and demonstration to members of Blazing Griffins game development team.*/
Demo Video:
Final Trailer: