• Shadow's Grove

    A semester long group project focused on polish for eventual steam release. I was focused on improving performance and fixing the games AI.

  • Bloom

    A RTS survival game, Bloom was originally a 6 person project spanning two semesters. We were responsible for building a custom engine without the aid of 3rd party libraries, before working on the game itself. I was responsible for the graphics, the game AI and worked with others on the editor interface.

  • BrotherEye

    A multitasking arcade-style game, BrotherEye was a 3 person project for a semster long course, using a custom inhouse engine provided by the school. I was the product manager, and came up with the concept, the and was responsible for many of the minigames.

  • A* Pathfinding

    My favorite assignment so far, this C++ Implementation of A* Pathfinding on a grid had a speed contest within the class of over a 100 students. This taught me many things on optimizations and doing research. I experimented with SIMD, modern C++20, and learnt ways to exploit cache locality.