top of page

Game Developer | Programmer

Nicholas
Connell

C# and C++ Game Programmer

SHOWCASE

HEART OF THE FOREST

Group Project

You play as a red capped mushroom, asked by the Forest God to help fight against a Corrupted God, find, and return the Heart of the Forest before the corruption takes over.

The Heart of the Forest is a 2.5D adventure platformer group project made in 15 weeks. I was responsible for developing the AI for the enemies and NPCs, using a finite state machine, as well as implementing A-Star as the main pathfinding algorithm. I built the AI with custom editors and inspectors for easy customisation for the designers.

BEAT STREET

Group Project

Beat Street is a VR, first-person, rhythm game where you drive a car using drums to get to the end of a highway while playing to the beat of a song.

Beat Street is a VR game made in Unity, built in 4 weeks with a group of 13 people. I was in charge of the simpler systems such as VR object interaction, pause and main menu implementation, movement, and haptics and player feedback implementation.

Logo.png
Screenshot 2023-03-21 110230.png
Screenshot 2023-03-21 110837.png

UNREAL EXPERIENCE

Personal Project

In this little Unreal Demo, you play as a mage shooting magic projectiles at enemies controlled by a simple AI made with Unreal's AI Behaviour Trees and Blackboards. 

Screenshot 2023-03-21 113657.png

After finishing University and spending so much time in Unity, I decided to explore how game development was different in Unreal Engine. I found an online course by Tom Looman, going through all the basics needed to make a complete game in Unreal using C++. The course taught me basic principles like collision and physics, all the way to advanced tools using Unreal Engine's built in AI behaviour trees, and how to replicate for multiplayer programming.

BFS.gif

PATHFINDING APPLICATION

Personal Project

A pathfinding app that I made in 2021, which finds the shortest path on a grid-based map. It uses multiple pathfinding algorithms such as Breadth First Search, Dijkstra and A star. This app was written with C++ in SDL2.

BOIDS

Assignment Task

A BOID simulator using C++ with SDL2. Uses steering behaviours such as Seek, Wander and Flee and A star as it's pathfinding algorithm. The fish use a finite state machine, deciding which behavior to enact.

Fish Pathfinding Demo.gif
BOID Predator Demo.gif

UNITY CUTSCENE EDITOR TOOL

Assignment Task

This is a tool I created for Unity to create smooth, cinematic cutscenes efficiently. It uses a 3D spline editor, that can be moved and changed in the scene view, which will be used as a track for the camera. It also comes with a separate window where you can edit these cutscenes on a timeline.

CUSTOM PHYSICS ENGINE

Assignment Task

A custom 2D physics engine, created with C++ and AIE Bootstrap (AIE's software development library). Uses Math equations for velocity, momentum and impulse magnitude. It also includes springs and soft-bodies.

2D Physics Demo.gif
Softbody Demo.gif

PROGRAMMING ADVENTURES

CONWAY'S GAME OF LIFE

Day Project

As a day project to get back into programming after a small hiatus, I decided to create "Conway's Game of Life" in Unity. Click here to see how I made it.

PROCEDURAL ANIMATIONS

Week Project

After seeing some thing online about Inverse Kinematics and how they are used to create procedural animations, I decided to give it a go myself in Unity. Click here to check out how I made these spider like creatures.

Screenshot 2023-07-17 105552.png
Spiders With Gizmos.gif
Spiders.gif
Screenshot 2023-07-17 112046.png
Screenshot 2023-07-17 112118.png

PROCEDURAL GUN ANIMATIONS

Day Project

While on the topic of procedural animations with Inverse Kinematics, I had another go at another type of procedural animation for gun recoil. Click here to check out how I made it.

PORTALS

Week Project

While browsing online, I found this youtube video by Sebastian Lague about portals. I decided to give it a try myself with decent results. Click here to see how I made them.

earth teleport 1.gif
portal 4.gif
Screenshot 2023-07-13 112933.png
Screenshot 2023-07-14 144654.png

MARCHING CUBES AND COMPUTE SHADERS

Month Project

After seeing what you can do with compute shaders in Unity, I gave it a go myself by following online tutorials. I also implemented the Marching Cubes algorithm and transfered all the calculations into a compute shader. Click here to see how I did it.

bottom of page