Hey there, I'm Andrew, I am games programmer from Berkshire, England. I specialise in Unity and C# but my First-Class BA Degree in Games Design and Development has given me the generalist skills I need to understand the full development process. I seek out new opportunities to learn and build my skills, ensuring I have at least one project on the go at all times.
Currently, I am enrolled on a skills bootcamp under the guide of industry experts where we are creating a 3D action platformer inside Unreal as a team of 5.
About Me
Desiring to push and expand my skills I signed up for a industry led bootcamp ran by industry professionals who trained us using their experience of game development. The bootcamp began with 4 weeks of training courses to prepare us for our 12 week project. We were split into groups of 5 consisting of a programmer, designer and 3 artists. We followed a brief to create the design for our game and worked as a team using Unreal Engine.
Spotlighted features I created:
- Bespoke character controller in C++ to fit our design need exactly.
- Combat system using a combination of blueprints and C++.
- Progression system to save and load player story progress.
- Interactive dialogue with designer friendly implementation.
The Adventures of Sir Gnomeselot
Action Platformer
I worked alongside three ex-classmates, turned colleagues, to create and release our first full title. This project was designed to take our experience from previous projects and University and apply our skills to building our first game that we can be proud of. I was the lead programmer for the project and enjoyed putting my skills to the test whilst continuing to learn as I go.
Spotlighted features I created:
- Procedural map generation using custom Voronoi noise.
- Structure building system.
- Structure AI using Quad-trees to optimise performance.
- Resource gathering system.
- Game data save/load system.
Gregg: Tower Defence
Survival Tower Defence
TLE was a uni assignment in which we were tasked to build a story driven VR game inside of Unity. We worked in pairs for this assignment and my main role was coding the project. I developed an AI for the main enemy of the game, the player movement and interaction with objects and a trigger system that advanced the story as the player progressed.
Spotlighted features I created:
- Adaptive enemy AI based on player behaviour.
- An interactable smart-phone to keep all game information in world.
- Branching narrative with external dialogue writing tools.
The Lab Experiment
VR Horror Game
Synergy is a duo project created in a week as part of end-of-year wind down competition at uni. We were given one week to design a game using the GMTK game jam keyword "Joined together". I coded synergy from the mechanics that we co-designed and worked to spec from the ideas that the level designer presented to me as he was creating the level.
Spotlighted features I created:
- Multi character controller.
- Adaptive camera controller with multi target focusing.
- Designer friendly interactable puzzle mechanics.
Synergy
3D Puzzle Game
Featured Projects
Three Frogs
Three frogs is a small puzzle game in which you control three happy little frogs. This is a solo project as part of the GDG Game Jam 2024 with the theme "Collaborate".
Turn Based Strategy
This was a weekend project that I undertook to help me learn unity. This is a turn based game in which the player has control over units and aims to destroy the other players base.
2D Dynamic Camera Manager
This camera controller is a highly designer friendly way to create camera constraints for a 2D game. The system has the camera follow the white paths and smoothly transition between them.
Reaching Out
Reaching out is the beginnings of a passion project as part of my studio. I am the lead programmer and main vision holder. The game aims to raise awareness for mental health through impactful story telling.
Procedural Map Generator
As part of a university project I went above and beyond the spec for the project and created a procedural map generator that uses a constraint-solving algorithm I designed to fill the map with tiles.