Games

A collection of games that I have worked on, as well as current projects

Quantum Clash – 2024

A combined effort of myself and three classmates. I was the main programmer and sound designer, as well as creating the soundtrack. Here’s a link to the soundtrack, uploaded on my SoundCloud: https://soundcloud.com/cashmonet69/sets/quantum-clash-ost

The main gameplay features I worked on were: the weapon system, the enemy AI, the pickup system, and the point system. I also helped my fellow devs when they ran into issues, cleaning up their code and making sure it all worked correctly.

The weapon and pickup systems run on databases that connect to a master blueprint each. The master blueprints would then be able to be differentiated into each type of item by changing the ItemType variable, which just pulled the matching info from the database and applied that to the pickup. I’m quite proud of this system, as it allowed us to easily add new item types by just defining a few variables.

Seasor – 2023

This project was made for an Experimental Game Design class over the course of 2 weeks.

I wanted to test how Unreal Engine handled swapping assets on the fly, so I decided to start simple and just changed the music and terrain colours.

I used two Material Parameter Collections to change both the terrain and player colours. These collections would be overwritten when the season changed, giving anything using the collection a new paint job.

For the music, I created a “Music Handler” blueprint that plays all the tracks at once, but at an incredibly quiet volume. Then, when a season is chosen, the volume of the song for that season will be increased.

All music and sound effects were made by me.

Feel free to give it a try here!: https://cashmonet69.itch.io/seasor

Overrun Spaceship 3D Environment – 2023

This is a small environment I made for a modelling class. All assets were created by me, including both models and textures.

I am a big fan of low-poly or ‘PSX’ (original PlayStation) art styles. As an amateur modeler, I find it’s more fun working with self-imposed limitations compared to higher-fidelity styles. It’s also much easier to make a scene look half decent in this style for someone who doesn’t have much modeling experience, like me.

Procedural Terrain Generation – 2023

These projects were created for my final assignment of an Advanced Games Programming class.

We were tasked to recreate a ‘complex’ mechanic/system from a videogame, and I chose to recreate procedurally generated terrain similar to that from games like Minecraft or Valheim. We were told to iterate on the project as much as possible,