During my second year studying at The Game Assembly, I developed a 3D engine using DX11 in C++. It utilised advanced rendering techniques such as deferred rendering, shadowmapping, and clustered shading.
As the main specialization project during my second year of studies at TGA, I developed clustered shading for my DX11 engine. It allows super fast calculations of lights by assigning them to clusters, ensuring that only lights that affect the pixel are factored into the lighting calculations.
A Celeste-inspired platformer developed in C++ together with a multidisciplinary team of level designers, artists, and programmers.
A bullet hell game developed in C++ together with a multidisciplinary team of level designers, artists, and programmers.
As an exercise in gameplay programming, I developed clones of Flappy Bird and Pong in C++.
In order to familiarize myself with Vulkan, I co-developed a heightmap terrain renderer that had simple 3D rendering capabilities.
For my C++ DX11 game engine, I developed an animation editor along with various forms of animation blending.
In my desire to learn OpenGL and to have a renderer from which I could base my hobby projects, I created this renderer which utilises instanced rendering and texture atlases to draw every sprite in a single call.
A simple card game developed from scratch in C++. The main purpose of this project was to develop the capabilities of my custom 2D engine.
An implementation of pathfinding using AStar and the "stupid simple" funneling algorithm.The goal was to find the shortest path possible between two points.