Game Projects

The interdisciplinary group projects, featuring teams of 13-20 programmers, artists, animators, technical artists and level designers, have been some of the most enjoyable and rewarding experiences during my time at The Game Assembly.

Below are a selection of visually focused highlights from my contributions to these projects.

For a deeper look at my technical work, please visit my game projects page.

My Visual Highlights

3D platformer player and camera movement

Created a complete 3D platformer player movement using PhysX combined with a spring arm camera system. Includes mechanics such as auto ledge grab, double jump, dash, wall slide, wall jump and springboards.

Platform interactions

Dynamic platform tilting based on player movement (walking, landing, jumping). Also made the interactive water ripple effects when platforms is in water, supported by custom engine systems and shaders.

3D particle system including 3D projected decals

Full particle system integrated into our custom DX11 graphics engine. Supports 2D particles, mesh particles, soft particles, ribbon particles, 3D projected decals, along with advanced movement features such as custom curve-based distributions and randomness. 

UI Maker tool

In-engine UI creation tool built with Dear ImGui. Features include interactive sprite manipulation (gizmo for position, rotation, scale), multi-select, duplication, undo/redo, JSON serialization, render layers and custom shader support.

Chest reveals

Refined chest opening sequences with C++ driven content movements, including coins, potions, skins and weapons. Also implemented the gacha skin system for the skin chest.

Lock on targeting system with camera rotation

Lock-on system with player orientation aligning to the selected target, with target switching via joystick or arrow keys. Camera rotation also enables discovery of hidden paths. Additionally implemented all supporting UI elements and its movements.

Interactive grass

Responsive short grass for player movement feedback, inspired by Tunic. Additional swaying tall grass using vertex offset shaders for environmental motion.

UI Menus

Made polished UI menu system built entirely in C++, including animations, transitions, prompts, settings logic and text handling.  I also implemented the background elements such as a rotating planet and moon and a blinking star particle system. Made in close collaboraion with game artist Oliver Andersson.

Falling platforms

Falling platform mechanics with shake, fade and respawn behavior, enhancing gameplay feedback and timing.

Skin changer

Just as a for fun project I added an easter egg ability to change the player model during play. Why not play as the enemy instead? Or a road sign?