Kyle Lirette


Game Programmer

View my work below

Hidden Memories

Hidden Memories was a semester long project where I had the opportunity to work with a talented artist. The goal is to escape a maze while fighting off demons and upgrading between runs.

Terrain Generation

Terrain Generation was the final project for Procedural Generation. I created a mesh by tessellating a grid and triangulating the geometry, then generated varied terrain using layered Perlin noise.

Proprietary Algorithm


I had a lot of fun with this project. The goal was to develop an unique algorithm to generate a level. I took it further by making a fully playable level and adding a player and some nice visual feedback.

Emergent Behaviour


This is based on Craig Reynold's Boid's implementation. I attempted to simulate natural flocking behaviour in nature using simple rules to create emergent behaviour when numerous entities interact with each other.

AJ's Adventure


AJ's Adventure was my final project for Game Mechanics. I expanded an original jam prototype by adding new mechanics such as jumping and running with smooth animations. I also created my own artwork and transitions, resulting in polished visuals and strong feedback.

Buzzsaw Cat (Recreation)


Buzzsaw Cat was a recreation of a top-rated Ludum Dare Compo entry. I implemented its core mechanics while matching the original visual and audio style. I enhanced the dash mechanic using a segmented dash trail that fades over time.

Brick Fury


Brick Fury was my final project for Game Mathematics. It's a 2D breakout clone in Unity. I implemented a finite state machine to manage game states and polished the gameplay with strong visual feedback.

2D RPG Map Project


This was a project for Game Programming. The goal was to read a map from a text, convert it to a tilemap and add player movement with collisions. I took it further by creating a map editor where you can draw a map yourself.