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Institution: University of Westminster
Course:
CCGD011W Computer Games Development Final Project
Date: Fall 2023 – Winter 2024
Platform: PC
Game Engine: Unreal Engine 5.0 / C++ with Blueprints
Neural Network: Python (PyTorch)
Unprofitable Startup is a business simulation game that aims to integrate the usage of neural networks with the gameplay mechanics of managing a company. The game uses a neural network to simulate the company's financial performance. This integrates machine learning with gameplay mechanics.
Institution: University of Westminster
Course: 6CCGD009W Computer Graphics (CG) Programming
Date: Winter 2024
Platform: PC
Game Engine: C++ , HLSL (DirectX 11)
Made as a part of a 4-person group, Museum Memoirs focused on creating a rendering framework with DirectX11, highlighted through a showcase game, that displays different rendering techniques, such as asset loading, shaders, and lighting. The game done to highlight this framework was Museum Memoirs, a game taking place inside a museum where the player can explore different dinosaur exhibits.
Institution: University of Westminster
Course: 6CCGD008W Games Networking and Security
Date: Fall 2023
Platform: PC
Game Engine: Unity 2023.1 / C#
Fireballs of Nejapa is an online multiplayer arena shooter game. The game's setting is based on a traditional festival from El Salvador where the participants throw “fireballs” each. The game supports game rooms for up to 4 players and stores both a local record of the best score and an online leaderboard.
Institution: University of Westminster
Course: 5CCGD011W Game Engine Architecture
Date: Winter 2022
Platform: PC
Game Engine: Unreal Engine 4.27 / Blueprints
Atlacatl Trials is a first person adventure game. Its distinctive feature is its setting, taking place in a Mayan village in the early 1500s. In the game, the player will have to complete a series of task in order to pass 3 trials, for knowledge, exploration and might.
Institution: University of Westminster
Course: 5CCGD009W Games Studio
Date: Winter 2022
Platform: PC
Game Engine: Unreal Engine 4.27 / C++ with Blueprints
Awareness is a first person horror game that has as a unique selling point its use of audio in order to guide the player and create a tense atmosphere. A psychological thriller, the player will have to solve multiple puzzles in order to escape the mental asylum.
Institution: Algonquin College
Date: September, 2016 - March, 2017
Platform: PC/HTC Vive
Game Engine: Unity 5.4 / C#
Trick Coaster: Pro Shooter is a VR game where the player is in a platform roller coaster, and must shoot targets while doing tricks (e.g. shooting with your guns facing opposite directions, throwing and catching your gun, etc.) to achieve the highest score.
Institution: Algonquin College
Course: GAM1532 - Game Programming IV
GAM1542 - Game and Graphics Computations III
Date: Winter 2016
Platform: PC
Programming Languages: C++, GLSL (OpenGL ES 2.0)
For this project we had to design a game engine, and its graphics (3D rendering, etc.) components, and use it to make a game. The game I made was a 2.5D side scroller, where you control a car than can invert/revert its gravity. You have to achieve the highest score possible by reaching the end of the level, collecting pick up, and avoiding enemies.
Institution: Algonquin College
Course: GAM1541-Level Design II
Date: Winter 2016
Platform: PC
Game Engine: Unreal Engine 4.7 / Blueprints
In this project, we had to design a whole level using the Unreal Engine First Person Project as a starting point. For this project I made a game where the main feature was inverting and reverting the gravity, this gave players the opportunity to traverse the roof and the floor, making for an interesting level design. The game also had multiple weapons, enemy types, and even a boss battle.
Institution: Algonquin College
Course: GAM1540-Game Programming III
Date: Fall 2015
Platform: PC/Mac
Programming Language: C++
Starting with a non-functional framework of The Legend of Zelda (NES), we were tasked to create a working version of the Zelda game with a level editor. The emphasis of the project was in implementing the AI, with different states and A* pathfinding; creating a level editor that could read/write save files, and supported multiple tile types; and implementing randomized enemy drops; all of these, besides the basic game functionality.
Institution: Algonquin College
Course: GAM1546-Game and Graphics Computations II
Date: Fall 2015
Platform: PC
Programming Languages: C++, GLSL (OpenGL ES 2.0)
Starting with a basic C++/OpenGL framework, we had to create a 2D game. I decided to create a top down space shooter game. In it you control a space ship, you can move around, activate a shield, and shoot down enemy ships.
Institution: Algonquin College
Course: GAM1520-Rapid Prototyping
Date: Winter 2015
Platform: Flash
Programming Language: ActionScript 3
For this rapid prototyping assignment, I created a side-scroller shooter game on the myth of "El Cipitio", from my home country of El Salvador. In the game, you have to run to the end of the level as quick as possible, in the mid of a volcano eruption. This is further complicated by the presence of flying lava snakes that will attack the player, but that can be killed.
Institution: Algonquin College
Course: GAM1537-Programming Fundamentals II
Date: Winter 2015
Platform: PC
Programming Language: C++
Using a Windows Application, we were tasked to create a 2D game, using GDI+ to render the game. For this project, I created a defense game where you have to shoot the different aliens trying to attack your base.
Institution: Algonquin College
Course: GAM1545-Programming Fundamentals I
Date: Fall 2014
Platform: PC
Programming Language: C++
For this project, I created a real-time windows console maze. Where the player has to move through the maze on the shortest amount of of time and move as possible. The mazes are read from a file, and there are persisting leaderboards files
This portfolio does not include all the projects I have done throughout my studies in Algonquin College and the University of Westminster. It only includes programming projects, that were not done in class and had a considerable scope, and where I generally had a certain degree of freedom to make the project my own, rather than just fulfilling certain rubrics. However, I have also worked on projects in C++, Unreal Engine/Blueprints, C# TCP/UDP Networking with Windows Forms, Shaders (HLSL/CG) in Unity, math and physics, algorithms, game design patterns, etc.
These projects were made for educational purposes and were not commercially released. The vast majority of the code and assets are my own, however the projects may include code and assets from third parties, or from my own course instructors. This is mostly seen in game engine code, or some underlying systems, and not the game logic itself. All copyrights rules apply, and they are the property of their respective owners.