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๐Ÿ–ฅ๏ธ Portfolio

๐ŸŽฎ Unity PS4 Racing Game: Space Cruiser

Overview:
Space Cruiser is a futuristic racing game developed for the Brighton:Develop conference. The game was designed to showcase innovative gameplay mechanics and high-quality visuals, taking full advantage of Unityโ€™s High Definition Render Pipeline (HDRP) and PlayStation SDK.

Role & Contributions:
- Developed core gameplay mechanics, including vehicle controls and player interactions. - Implemented realistic levitation physics using a PID controller, a technique widely used in robotics to ensure smooth and responsive movement. - Designed and fine-tuned Sixaxis motion controls for PlayStation 4, enhancing player immersion. - Assisted in game design and contributed to environmental animations, ensuring cohesive world-building.

Technologies & Tools:
- Unity HDRP โ€“ for enhanced graphical fidelity.
- PlayStation SDK โ€“ for platform-specific development and Sixaxis integration.
- C# and Unity Physics Engine โ€“ to handle smooth vehicle movement and interactions.


๐Ÿ›  Vulkan C++ Game Engine: GTEC

Overview:
GTEC is a custom-built game engine written in C++ with Vulkan rendering, developed as part of my final-year university project. The engine serves as a foundation for understanding low-level graphics programming and efficient rendering techniques.

Role & Contributions:
- Designed and implemented the core engine architecture, focusing on modularity and scalability. - Developed a Vulkan-based rendering pipeline, transitioning from OpenGL to explore modern, high-performance graphics. - Gained a deep understanding of memory management, GPU synchronisation, and multi-threading in rendering. - Identified and addressed key challenges in engine design, informing future projects and optimisations.

Technologies & Tools:
- C++ โ€“ for performance-critical engine development.
- Vulkan API โ€“ for low-level, high-performance rendering.
- GLFW โ€“ for cross-platform window and input handling.


๐Ÿ”ท Hololens Unity AR Game: Target

Overview:
Target is an experimental Augmented Reality (AR) game designed for Microsoft Hololens, developed as part of my postgraduate research. The project explored the challenges of spatial computing, gesture-based interaction, and object recognition within AR environments.

Role & Contributions:
- Developed gameplay mechanics optimised for Hololens, ensuring smooth gesture and voice-based interactions. - Implemented real-time object recognition using YOLO (You Only Look Once) within Unityโ€™s Barracuda inference engine. - Overcame technical challenges, such as integrating Azure voice recognition with MRTK, where library conflicts affected microphone accessibility. - Experimented with Unityโ€™s Universal Windows Platform (UWP) for deploying applications on mixed-reality devices.

Technologies & Tools:
- Unity MRTK (Mixed Reality Toolkit) โ€“ to facilitate AR interactions.
- YOLO & Barracuda AI Inference Engine โ€“ for real-time object recognition.
- Azure Speech Recognition โ€“ for voice command integration.
- C# and UWP โ€“ for optimising performance on Hololens hardware.