A simple doom style raycasting software renderer made in C23 over the weekend. It features sector & portal based rendering, with textured walls, floors & ceiling and a custom human readable level file format similar to wavefront obj. This uses my custom utility and vector math libraries hclib.h and hcgmath.h. This project allowed me to try my libraries in real conditions and to experiment with game engine and app architecture in C.
Stare gently...
An unfinished renderer made in Rust with OpenGL that allowed me to experiment with OpenGL Abstraction.
Have a look...A Hello Neighbor fangame developped on UE5 that aims to emphasize the stealth aspect of the game. This project allowed me to experiment a lot with complex AIs on Unreal, notably with behavior trees, state trees and more recently GOAP, which lead me to start developping a UE5 plugin that includes my implementation of a GOAP as well as other tool to implement complexe learning AIs. I ended up wanting to turn it into its own unique game.
Discretly stare at this...PAS is a school project, an excercise we were given when learning C#. Of course we went way beyond the expectations, and in this project i've made all the assets, as well as a tiny "game engine" with SFML and other stuff the game runs on. It was one of my first time playing around with C# outside of Unity.
Observe...Naguere was a school project where we had to create a city builder on Unity. I recently decided to work on the project again and already have rewritten many systems for the game such as the pathfinding and a new modular AI system. I am currently working on reimplementing the pathfinder again but using unity's job system and burst compile for heavy calculations. I also have made all the assets for the game, and normal maps by hand to support fake 3D lighting.
Admire...A psychological and survival stealth horror game about escaping a forced labor camp. This project was more about experimenting with gamedesign, leveldesign and weird gameplay mechanics to make the player feel uncomfortable, as well a sound design being an important part of the gameplay (since the player might end up completly blind sometimes...)
Nothing to see here...This is the result of my first gamejam ever, to which i've participated with some of my classmates. It is a sort of survival game but the twist here is that to attack you have to follow a procedurally generated pattern with your mouse. Here i had remade the original player controller as well as the zombies, but most of my work on this game was making most of the sprites and visual effects.
Watch...Trickster is our submission to the 2024's iteration of the Enjam, a gamejam organized by my school's student office. Here i've made the base architecture of the game and the whole sound design using FMOD (which i used for the first time one a project here by the way).
Look into it...