Student projects completed in Digital Arts & Entertainment, Howest University, Belgium
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I developed 'Why You Do This' (WYDT), a cooperative party game, using Unreal Engine 4, combining C++ and Blueprints. This project was created during a game jam, serving as our graduation endeavor. My contributions were part of a collaborative effort with a team consisting of two programmers and two artists. Over the course of approximately three months, we dedicated approximately 10 hours each week to the game's development. Our work received recognition when it was voted as the best game of the jam by our fellow students.
The primary objective of this endeavor was to acquire proficiency in a modular workflow, wherein the same textures and models were systematically reused across the entire level. This approach emphasized efficiency and resource optimization while maintaining visual coherence, thereby showcasing a valuable skill set in level design and asset management.
Dedicated efforts in enhancing animation and rigging skills were demonstrated through active involvement in a project involving an F-15 aircraft. This endeavor involved the implementation of bone rigging techniques to facilitate smoother and more efficient animations. Additionally, a custom-designed control panel was meticulously crafted to streamline the management of various movable components within the aircraft.
In pursuit of gaining insights into the process of creating a PBR (Physically-Based Rendering) model, I embarked on a comprehensive project. This endeavor involved the meticulous modeling and texturing of a scimitar, leveraging the capabilities of industry-standard software tools such as 3ds Max, Substance Designer, and Substance Painter. Through this hands-on experience, I deepened my understanding of the intricate workflow employed by artists in the creation of high-quality PBR models.
Developed a Portal-inspired clone within the confines of a compact custom DirectX 11 engine. This endeavor was undertaken to delve into the realm of advanced rendering techniques, further expanding my knowledge and proficiency in the field of real-time graphics and game development.
Engineered a compact 2D RPG using a tailored OpenGL engine. This project showcased a multifaceted gameplay experience, encompassing engaging elements such as dynamic combat, loot acquisition, inventory management, trade interactions, quest progression, and interactive dialogues. The creation of this game served as a platform to demonstrate a comprehensive understanding of game development, including core mechanics and player engagement strategies.