Enemy design / AI implementation
Protodroid DeLTA
A look through my Protodroid DeLTA archives: more than ten enemy AI behaviours, a lot of back-and-forth with the client, and a boss encounter built around movement.
Read the post : Protodroid DeLTAFrom the archive
A closer look at the work I can share (many more projects remain under NDA).
Enemy design / AI implementation
A look through my Protodroid DeLTA archives: more than ten enemy AI behaviours, a lot of back-and-forth with the client, and a boss encounter built around movement.
Read the post : Protodroid DeLTAVehicle physics / track tools / multiplayer
Branded motorbikes, physics-driven handling and multiplayer power-ups. A look at the track tools, resource systems and racing mechanics I worked on for Yaku Racer.
Read the post : Yaku RacerReplicated racing template / movement / AI racers
For Gyris, I built a replicated racing template around quadruped mounts, including leg IK, powersliding, CPU racers and the systems needed to run a multiplayer race.
Read the post : GyrisBoat movement / waves / milestone delivery
A boat-racing demo built with a client on a very limited budget. We worked in short milestones, moving from basic movement to waves that physically affected the boats.
Read the post : SeafairSpacecraft movement / damage systems
My work on a spacecraft racer, covering the movement component and damage systems. The wider project used web3 elements to unlock access to its NFT spacecraft.
Read the post : Spacecraft racerAbilities / survival framework / multiplayer
Magic abilities, buildable structures and survival systems for Reign & Ruin. My work combined custom gameplay with an existing Unreal framework, with the systems replicated for multiplayer.
Read the post : Reign & RuinTurn-based combat / team play / collection objectives
A complete gameplay template for a team-based, turn-based multiplayer game. I built the combat and collection objectives so the client could focus on adding their own content.
Read the post : Turn-based multiplayerCustom multiplayer server / replication / debugging
A look at my networking work on a multiplayer basketball simulation: a custom server, human and AI players, replicated interactions and debugging behind the match.
Read the post : Basketball networkingMixed-genre gameplay / custom netcode / replication
Combat, path-based platforming and survival building, with custom networking for an intended MMO-scale experience. A look at the systems I worked on for Thesmophoria.
Read the post : ThesmophoriaMultiplayer networking / trading-card combat context
Archons combined an MMORPG with a trading-card battle system. These development clips cover a project built around collectible NFTs, with custom networking work on the multiplayer side.
Read the post : ArchonsReusable game template / sample content
A reusable game template built with cards as sample content, then sold to a marketplace publisher. The screenshots show a few points from that development work.
Read the post : Marketplace templateAI-assisted art / Skinning-weight transfer
An underwater game built with an AI-assisted fish pipeline, including my own tool for transferring skinning weights from library models onto newly generated creatures before adding them to the game.
Read the post : Fish to game assetsChat interaction / NPC behaviour
A small NPC system where characters could respond to instructions through chat. The clips show a character following an instruction to dance, and NPCs moving to specified places based on chat messages.
Read the post : Chat-driven NPCsMovement / Prototyping
A small dragon-flying prototype I worked on. This is one of the standalone movement systems from my archives, rather than a full game breakdown.
Read the post : Dragon flight system