Minecraft Bedrock Demo

The Extraction


I created a framework for a Bedrock Minecraft demo. I transpiled Typescript to Javascript using NodeJS for intellisense and accessing Minecraft's scripting API.


The Extraction

The Extraction


I took on the role of sound designer and programmer. Some of the systems I was responsible for was enemies, detection, powerups, dialogue and sound.


VR Cooking Demo

VR Demo


I created a small cooking demo focusing on dynamic physics and interactions. I utilized Unity's XR toolkit for locomotion.


Hidden Memories

Hidden Memories


I created a first person shooter/survival horror. I was the sole programmer. Some of the systems I created were weapons, upgrades and spawn management.


Terrain Generation

Terrain Generation


I procedurally created a mesh by tessellating a grid and triangulating the geometry, then generated terrain using layered Perlin noise.


Proprietary Algorithm

Proprietary Algorithm


I developed a proprietary algorithm to generate a level using a random walk algorithm. Additionally I optimized it using an object pooling algorithm.


Emergent Behaviour

Emergent Behaviour


Based on Craig Reynold's Boid's, I simulated natural flocking behaviour, using simple rules to create emergent behaviour when numerous entities interact.


AJ's Adventure

AJ's Adventure


Expanding on Buzzsaw Cat, I programmed new mechanics such as jumping and running with smooth animations, creating another playable game.


Buzzsaw Cat (Recreation)

Buzzsaw Cat


Recreating a top-rated Ludum Dare Compo entry, I programmed its core mechanics and enhanced the dash by using a segmented dash trail fading over time.


Brick Fury

Brick Fury


I created a 2D breakout clone, implementing a finite state machine to manage game states and utilizing Vector Math functions for physics.