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Game Programming Objectives

1. Implement multiple completed games, including 3D games, using common tools,languages and software for web, console, PC or mobile platforms.

2. Design, develop and implement the architecture and infrastructure needed tosupport a complete game project.

3. Implement and analyze fundamental data structures and algorithms associated withgame applications supporting gameplay mechanics.

4. Use software development processes to analyze a project problem and to design,build and test a corresponding software solution.

5. Demonstrate development skills using multiple programming languages,development environments and platforms, including advanced and/or experimentaltopics in game programming.

6. Establish collaboration, mentorship and professional leadership skills by workingwith other disciplines to deliver highly polished and completed projects.

Projects for Objective 1

Purgatory Escape

This was a game I created using the Unreal engine with C++. The player navigated through a maze while dodging enemies, using their stun ability to stop them if they were being chased and avoiding picking up false health kits that hurt them. Once they reached the end of the maze, they had to complete a miniature obstacle course to get to the end of each level.

Cross Over

This game is a 3D platformer game that was made in the Unreal Engine with their Blueprint code. This game has the player having to make it through two levels with different obstacles in their way that they have to conquer to beat the game or fall and lose the game

Projects for Objective 2

Fastlane

This is my completed open-sandbox parkour playground, created with the Unreal Engine. The player can travel around the map by grappling hooks, wall-running, sliding, and double-jumping, and they can play to their hearts' content.

GunZ

This is a top-down shooter in which the player is constantly being chased by zombies around the map. They have to shoot down the zombies while dodging landmines and trying to collect as many coins as possible before they are taken down by the zombies or landmines.

Projects for Objective 3

Cross over

This game is when I first learned about OOP and used all four of its parts (encapsulation, abstraction, inheritance, and polymorphism) in this project. The damage system for this game is an example of abstraction, as all the complicated code was distilled into one thing that you can use anywhere without needing to know all the complex code in it. The Players' Die function is an example of Polymorphism, as it is treated as an instance of their parent class's Die function. The Player's Health Inhertests all of it ahs for it parent class of Health. The On-Player-Death encapsulates the entirety of what happens when the player dies in the game

BattleGame

This is a little fighting game that I made with C#. This game uses OOP by defining a base Character class inherited by Player and Enemy, promoting code reusability and modular design. Data structures such as List<Enemy> store multiple enemies, allowing dynamic management of game entities. The game employs loops in several places: a while loop maintains the game loop until the player or all enemies are defeated, a for loop displays enemy stats, and a foreach loop processes enemy attacks. Functions encapsulate key gameplay mechanics, including Attack(), Heal(), PlayerTurn(), and EnemyTurn(), ensuring modularity and readability by separating concerns like player input handling and enemy behavior.

Projects for Objective 4

KNOCK-OUT ARCADE

This is a 2D fighting game that was a group project that I had the pleasure of participating in. It was my first time working with a group and on code that was made before I joined. I was tasked with coding the menus and some fighting mechanics. We ran into a problem when the players were fighting each other, and one of them was able to get the other to the wall of the map, which could get the opponent stuck against it, making it impossible to fight back. So I was tasked with fixing that, and I went about making it so that if they were thrown into the wall, they bounce away from it, and if they were held against it with a combo, the attacking player attacked would lose their effectiveness to give the other player to counter attack.

Words Have Power

With my SIP, I ran into many problems while working on it as it was my first time working with anything to do with the user's voice as I was trying to make a program that can detect what the user was saying and have the world react to it. This became a lot of trial and error with me trying many different methods that I found online to see which one was the best. I ended up using AI API to do the speech-to-text and the speech valuation for the programme

Projects for Objective 5

GunZ

This is a top-down shooter in which the player is constantly being chased by zombies around the map and tries to collect as many coins as they can before they die. Everything in the game was coded with the Unreal's Egnine Blueprint coding method.

The One

This game was made with Construct's own coding language that they have made. This game is a 2D side scroller where the player has to go around the map and take out all the enemies and collect all the gems.

Projects for Objective 6

Cliff Side Ko

Cliff Side Ko was a game that I worked on with other programmers and designers to create a third-person hero shooter/fighter. I was in charge of creating the fighting and movement systems for the characters. I was in constant communication with my other team members to ensure that all our systems worked together.

KNOCK-OUT ARCADE

Knock Out Arcade was a 2D fighting game. I worked as one of the programmers on the team. I was assigned to create the menus and help with some of the fighting mechanics. There was constant communication between all the members working on this so we could make the best game we could. I mostly communicated with the other programmers and the lead about what needed to be done and for help with any problems that were run into.

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