Group Project – Fire Tactics
(C++, DirectX12)
Repo Link: Click Me!
A team project consisting of 1 Game Designer and 2 Programmers. Our project took place over 12 weeks and consisted of developing a 2D turn-based RPG, in a similar style to the older Fire Emblem games, Final Fantasy Tactics, and Advanced Wars. With a much more ambitious project than the previous year, this brought me up a level in my skills and ability by challenging me in new ways. This helped streamline and apply what I already learned in a more complex environment, with new concepts being introduced, such as data-driven design, and integration and adaptation of external programs like Tiled for better workflow between designers and programmers. Whilst somewhat rough around the edges, I was very happy with what we achieved with the project, and learning a great deal in the process.
My principle tasks and contributions included providing the base engine version, JSON file design + loading/storage solution (Applied to textures, game units, UI, tooltips, abilities, map, tile-sets), UI functionality, tiling solution, pathfinding, game state design, unit asset management, and other miscellaneous tasks.




Solo Project – A*/Monte-Carlo Pathfinding
(C++, DirectX12)
Repo Link: Click Me!
This project followed the research and implementation of two different AI techniques in the context of a game. Based partially in the above project, both techniques were implemented to fulfil two parts of a requirement. The Monte-Carlo technique was used in an unorthodox way to determine all the tiles that a unit could reach within its range (accounting for impassable or occupied tiles, and the cost in moving to them). The A* then displays the route to that tile, striking a balance between visual and real distance in terms of cost.
