A game that I am picking up again and remaking from the ground up.
Complex attack system could be shared between different entities
Animation driven hitbox system with a custom editor
Renderer Feature to add Planar Reflections
Play as a mercenary who (in a not so voluntary fashion) cut her leg off and replaced it with a shotgun. Made for the S&Box second game jam.
30 days of development time
Directed art and animation
AI behaviors made with code-based trees
Player Controller made with modular state machine
World state system for instant resets
A sandbox that I come back to from time to time to improve my "true first person" and rendering tech. The same FP animation tech is used in a variety of my games. Plenty of these videos showcase different versions of it.
True first person animation rig made using custom animation constraints
Custom type-safe behavior tree with a visual editor
Extremely customizable weapon system with procedural recoil
A procedurally generated horror game that involved sneaking and fending off a monster to escape.
Procedural map generation using tiles and a Wave Function Collapse algorithm
This was a supposed to be a first person rhythm fighter that I was inspired to make after playing Hi-Fi Rush. Honestly it was more of an excuse to make visualizers, which are good fun to make.
Combo creation done via graph tool
Visualizer System that is rendered entirely using GPU Compute
A free for all in the dark.
Most of it was made on a single weekend
Use yourself and your friends to get to the exit. Stick together and create small contraptions using physics joints. Made for the Brackey's 2020 Game Jam. The theme was "Stronger Together."
Made entirely in one week
A multiplayer shooter that used to be my dream game. It contained a completely custom networking layer that I called Basically. While I did learn a lot out of this project, I would never recommend making your own networking layer.
Custom networking framework that included entity physics syncing and modding support
Custom weaver for code generation at compile time