During my eight months on guardians I worked on UI, rendering and did whole lot of debugging. It was such a great way to start my journey in the games industry and I feel very lucky to have worked on the game with all the fantastic people at Eidos and d3t.
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I've been progamming in C++ since around 2013 and am confident in my knowledge having taken an advanced course to better my knowledge.
Having only started using C# a few years ago, I now feel confident using it in both a unity and UWP setting.
Using Github as my source control has made working with others on projects significantly easier, as well as making it easy to access projects without reliance on physical media.
Having now used Unreal for 4 seperate projects and well as experimenting with NVIDIA Flex, I feel I can effectively make use of unreal, C++ and Blueprint
After using Unity for multiple projects, even experimenting with creating plug-ins, I am now comfortable using Unity and is easily my preferred engine of choice
I have been using Visual Studio for the past few years as my main IDE. I now feel confident in using both it's profiling and debug tools.
Using DirectX 11 I have now built two engines focused on rendering and another based in physics and have most recently used it to implement some advanced rendering techniques such as parallax mapping.
I experimented with DirectX 12 while working on my FYP and will continue to developed my skills!
After starting working with perforce after entering industry I am now qwell-versed in its use.
Created a rendering engine that employs mutlpile advanced graphics techinques such as Parallax Mapping, Self Shadowing and Multiple Screen Space Effects in DirectX 11.
Taking a Ray Tracer Framework, Profiling and Optimising it, and then porting to the Linux platform and adding linux specific Features.
I researched and implemented a real-time fluid simulation using smoothed particle hydrodynamics using the DirectX 11 API. Experimenting with DX12 in the process.
Working as part of a team to simulate a studio work setting, we produced a Game Engine as a group then continuing to work together to create a game in said engine.
Using Unreal 4 as part of a five person group we created a game inspired by portal, where you must use coloured cubes with different properties to solve puzzles.
Learned about dynamic programming to solve problems, quaternions, and O(n) notation. As well as many other concepts.
A game Engine made in SDL then create a retro mario game in said engine
Creating a 2D SDL game then a 3D game in openGL
Learned the fundamentals of mathematics for programming