๐ฅ๏ธ Portfolio
๐ฎ 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 Unityโs 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.
๐ 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.
๐ท 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 Unityโs Barracuda inference engine.
- Overcame technical challenges, such as integrating Azure voice recognition with MRTK, where library conflicts affected microphone accessibility.
- Experimented with Unityโs 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.