
Other Work
Monster Battler
This is a WIP project which falls somewhere around Pokemon meets Chess. It is a turn-based strategy game which simulates teams of monsters battling each other using elemental abilities.
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Uses a Grid-based system and AStar pathfinding
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Features a Typechart similar to that of Pokemon
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Every Unit has unique stats and abilities which focus around specialized playstyles and strategies
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Inspired by Trion's Atlas Reactor, in that all units act in unison, rather than swapping turns


Procedurally Generated City
The Procedural City Generator is a simple project with a complex algorithm that allows for a tunable generation method to create cities of adjustable sizes with varying block size, city districts, layouts, aesthetics, and more.
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Uses a combination of Voronoi Diagrams, Perlin Noise, Weighted Randoms, and Procedural Mesh Generation
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Allowed me to learn a great deal about optimization
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Involved very complex mathematics
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Implemented different features, aesthetics, and building height dependent on city district
AI Simulation

In this project, an entirely autonomous AI couple takes care of essential needs like hygiene, rest, entertainment, and socialization.
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Utility Theory based AI
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Entirely autonomous characters that can also be piloted with the press of a button
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Uses Animation Events in combination with a custom event system
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Simple state machine to handle actions and reactions
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Multiple actions available to relieve certain needs, such as a phone call or talking to spouse for socialization needs
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Many considerations per decision and action

Game engine
This is a small engine which I built from the ground up, then used to make the game shown here; a top-down survival shooter with multiple levels and weapon types.
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Featured an Event System
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Supported Tiled level editor integration
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TinyXML and XML serialization
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SDL2.0
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Box2D physics
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Lua scripting integration