In this page I showcase games and prototypes I worked on during my spare time, exposing some of the details related to game design and programming. I worked as a programmer and game designer for all of them, but as it happens in most indie projects, I ended up doing even art and sound jobs when necessary.
Please keep in mind that even though I'm not an artist I created most assets so the projects could come to life without ripped assets. The goal of these projects is to showcase coding techniques, strategies and experience involved in developing them.
That's also one of the reasons why each project belongs to a different video game genre, this forced me to face different challenges and come up with new ideas and implementation for their solutions.
For any information related to my professional experience as a software developer please check my LinkedIn profile, also feel free to contact me if you have any question.
All the code produced for each project is available at Github an can be used by anyone, all projects were tested and compiled at Unity3D v5, HaxeFlixel 4.2 and Unreal Engine 4.21.
These two prototypes were created during another UE4 web course focused on C++ and UE4 network ready projects. The first prototype is a first person stealth game, where you need to capture the objective without the guards detecting you, and the second prototype is a third person shooter where you need to survive for as long as possible against waves of enemies.
Both prototypes were developed with multiplayer support in mind, and were tested with multiple players and dedicated server options, to ensure that the replications of all mechanics were working correctly.
These prototypes helped to consolidate all the new knowledge acquired in the previous course, with the added aspect of network:
For the full Unreal Engine 4 code check out Capture the Objective, Coop Horde Mode.
These three prototypes were created during a UE4 web course focused on C++. The first prototype consists of rooms that required basic puzzles to be solved in order to proceed, the second prototype is a tank simulator, and the third is a first person shooter.
These prototypes were a great opportunity to bring my experience from previous projects to UE4 and C++ :
For the full Unreal Engine 4 code check out Room Puzzle, Tank Simulator , Survival FPS.
This was the third project I developed, being more experienced in game programming and gamedesign gave me confidence to increase the scope a little bit and tackle new challenges. The project took around 9 months to be concluded
This game is a top-down view 2D shooter with a old west theme, with 4 types of guns, dynamites, upgrades and 6 levels with bosses, each with its own history.
So far this project took the least amount of time while having the best UI, mechanics and art, myself being responsible for the following aspects:
For the full Unity3D code in C# check out Midnight Cowboy.
Rock and Road, was develeped after Sturdy Defenders reached a dead end.
This game is a 2D infinite runner with a rock'n roll theme, the idea was for it to be a simple high score game as those played on online game websites. The scope was meant to be smaller than Sturdy Defenders since we no longer had artists, so in this project I programmed, drew and created some audio effects.
This project was finished as we managed to developed all ideas and mechanics we had in mind when we started, while avoiding feature creep. Some of the mechanics and topics I developed were :
For the full Unity3D code in C# check out Sturdy Defenders.
Sturdy Defenders was the first project I focused on after starting collage, spending a lot of hours in this project that went on for a bit over one year.
This game is a 3D tower defense with a steam punk theme, it was planned to have a 3 levels, 4 types of towers and 4 types enemies. The scope was meant to be small, allowing us to acquire some experience, but unfortunately the artists involved could no longer dedicate time to the project and so we stopped a bit short from the goals we had.
The game was developed using Unity3D 3.4 with the Unity WebPlayer in mind, since browsers no longer support NPAPI I imported the project in the recent version 5 of Unity, I had to fix some compatibility bugs but it worked, allowing to make some screenshots.
Even though we could not finish the project, it was an opportunity to learn and implement techniques of game programming that I would not have used in regular web or software development, such as :
For the full Unity3D code in C# check out Sturdy Defenders.
This project began when browsers dropped the support to the NPAPI, making the Unity Webplayer no longer an option for game distribution. The haxe language was chosen because it allowed a project to be compiled to multiple OS's with a single code base.
Overall this project was an opportunity to learn and implement specific aspects of game programming related to shmup games:
For the full project code in Haxe check out Shoot Me Up.