I created a tool for developing text adventures through a modern designer-focused flowchart UI. This tool allowed for localisation across a number of languages, as well as the ability to very easily export your creation to a number of game engine implementations - including UE4, OpenGL and Unity.
While learning about level design, I created a fictional game titled "Accursed: Khulman's Tale" and developed documentation and a functioning demo for one of its levels. This was my first attempt at Unreal Engine 4 and allowed me to not only learn Blueprint through scripted sequences, but put into practice a number of level design concepts.
A custom map for Call of Duty: Black Ops 3 created as a personal project to learn more about the game development process before starting my university course. It taught me everything from texture types to scripting for different player's approaches, as well as some unexpected things like community interaction and publicity.
I've developed a number of mods for Alien: Isolation, but perhaps my biggest achievement is the creation of the "Alien: Isolation Mod Tools" - a modding toolkit for the game allowing you to edit a vast range of game configurations including behaviour trees via a visual flowchart interface, realtime radiosity, and much more!
"TemplarGFX's ACM Overhaul" was a mod aimed to rework Aliens: Colonial Marines, providing improved graphical quality and AI behvaiour. I created promotional material for the project and helped with playtests of new mod builds. The project was covered in a range of online news outlets including IGN, PC Gamer, Polygon and Kotaku.
One of the earliest modding projects I was involved with was Evolution of Combat IV for Jedi Academy. For the mod, I produced an auto-updating launcher and developed the in-game menu system. I was also the "community manager" producing regular development updates in the run-up to release, as well as preview videos and a trailer.
The ARTSTATION demo was a WebGL interactive pointcloud "tech demo" created during a 10 week internship for a Heritage Lottery funded project. I acted as lead programmer and network engineer. It was my first client-driven project and taught me a lot about working to a brief and managing client expectations.
While working at Homebase I identified an opportunity to streamline the company's process of generating in-store signage for product displays. To remove the need for PowerPoint templates and the risk of human error with labelling prices, I developed a web platform to automate the process.
The ePlanner was a resource I created for my old secondary school, being a fully functional version of the paper planners given to students on-site. The project was very data driven with multiple account levels including the leadership team, regular teaching staff, students and parents.
One of many local organisations I managed websites for, Hub City was a popup Hip Hop / RnB club event in Weston super Mare. I created and maintained their website alongside managing all SEO including adding the event to Google Maps and displaying dates and details in the search results of current events.
Voluntary Action North Somerset is a volunteering agency based in Weston super Mare which offers various services to volunteer groups in the local area. I worked with them for six months as part of my Duke of Edinburgh's award to create a video for National Volunteers' Week.
This was a feature-length film that I shot and edited over three months at secondary school, it was a great learning curve for me to find out just how challenging creating a full 45 minute film is - even a super low budget indie one! We premiered the film of an evening at our school and donated all proceeds charity.
I shot and edited a film for an employee at Autotrader who was nominated for an award at their yearly conference. To do so, I followed her around to a number of clients and interviewed them about their experiences of working with her and Autotrader as a whole. The final film was shown at the awards ceremony and the employee subsequently won.