My capstone is a custom game engine and a playable game that works on top of that engine. The engine is written entirely in C/C++, and uses the advanced rendering API DirectX 12 for its graphics. My work has focused on creating the architecture for and writing the engine code and including and writing all the graphics code (including shaders). Some of the features for the engine I've written include custom data structures and algorithms, custom design patterns, a multithreaded job system, making existing code thread safe, a custom navigation mesh generator, a compute shader pipeline, an entity-component system, the events system, the rendering interface, the game interface, input, windowing, memory management, engine profiling, user interface creation, and graphics features such as normal and diffuse mapping, and model and texture loading. I have achieved a very high proficiency in writing C/C++ code, especially with regards to low level memory management and creation and use of best practice design patterns and algorithms. I have also acted as our team lead, managing our code base through git version control, managing our Trello board and scheduling our tasks, and managing our meetings and milestone progress. One of my goals was to create game developer-friendly interfaces for engine features, and I believe that through collaborating with my team-mates I have learned a lot about that what developers need to make fun games.
Our project "Evadere" is a first-person puzzle game based on the idea of escape rooms. There are currently two themes that players can choose from, dungeon or sci-fi. Players then have to escape these areas within a certain time limit in either solo or online co-op. One of the biggest learning achievements from this project was working with networking for the first time in Unity. Making sure to communicate whenever we make changes to the project were key so we can use our time efficiently due to the pandemic.
As one of the programmers on Celestial Void: Stars of the Abyss I was able to work on AI which is one of my favorite things to program. While working on this project, I applied data-oriented techniques in a multi-threaded context to apply logic to hundreds of entities in the simulation. Working on this project I learned how to use a new engine that was rapidly changing and thought me how to learn new things fast. Communication and team work was a must on this project as the engine was changing a lot early on and these changes needed to be discussed with the team. I work well with a team as it allows me to bounce ideas off my team members or ask for help if I am stuck on a problem as well as help my team members if they are stuck on a problem and come together to find a solution.
My project is a turn-based, strategy game where a player controls an army in a tile based world to destroy enemy units. The skills I learned while working on this project were: a more detailed way of working in the Unreal engine blueprints and a better understanding of A* pathfinding algorithm.
Custom C++ game engine utilizing DirectX, FMOD, the assimp library, ImGUI. Building this engine solidified how important preparation, communication, and the ability to look at outside resources and understand how to implement those ideas into your own code. I definitely improved my work ethic and can appreciate how much work needs to go into even the smallest of tasks when working in a large project like this!
My name is Brian Araneta and I am a Game Programmer that specializes in the Unity engine. Although I am studying programming, I've always been strongly creative; I've always loved to design levels and mechanics, as well as the more writing side of things - world building, characters, and story.This project has helped me tap into my creative side more, allowing me to create and design a level as I see fit, and overall design the game's features and mechanics. This project has also given me more learning opportunities - like exploring more of the pre-made unity components in game objects, where these made it much easier than hard coding whatever I needed.
Carlos Tello Dominguez
I'm a Unity developer with experience in C++, OPEN_GL and C#, I had been in two GameJams worked in school projects and also learning web development in my free time.My capstone is a first person shooter where you have to survive waves of enemies and if you want to win you would have to collect 3 keys or kill certain amount of enemies.
The name of our Project is Poly Defense. The game is a 3D Tower Defense Game where you control a character and protect your home spawn from zombies that appear in waves. The objective of the game is to defeat the zombies and stop them from destroying your home base. By using your abilities, spawning towers, upgrade towers to have more health/damage, these will help defeat the zombies that increasingly get harder to kill, and get faster every round. The skills that I have developed over the time of doing Capstone with my group is learning how to develop a proper game, learned about Unity and Unreal Engine, Learned about Visual Studio, How to Code in C# and C1++, aswell as learn how to work in a team environment.
I am one of the programmers/designers behind Celestial Void: Stars of the Abyss. Throughout this project, I focused mainly on developing systems for the graphics of the game -- specifically the text rendering, HUD, and textbox systems. This taught me the importance of texture atlases, which greatly speed up the rendering pipeline for text; and how text can be manipulated to display it in different ways. (Ex. horizontal and vertical alignment, splitting into multiple lines given a maximum line width, etc.) Finally, this project taught me a lot about the collaboration process and problem solving involved when working on a game with a team; from communication of problems/solutions/ideas, to the collaborative process of implementing said solutions that work with other people's code. Aside from this project, I've dabbled in shaders using Game Maker Studio 2, which include: bloom, blurring, a simple 2D lighting system, film grain, chromatic aberration, and scanline effects to name a few. These aren't in the project being shown, obviously, but they can be found on my GitHub through my LinkedIn page.
I am an Unreal C++ programmer specializing in Artificial intelligence design and systems. I have experience with team management, network replication, and level and environment design all within Epic's ecosystem. For the past 2 years I have been leading the development of Double Agent, a coop stealth spy simulator focusing on environmental strategy and gadget use to complete objectives all without being caught. My team consisted of another talented game programming student, and artists from Sheridan and Humber College. Our goal was to create a cohesive art style and custom assets that best represented our vision for this game, from gadgets and characters to environmental assets. We have been working on this project as a portfolio piece but are interested in continuing this project if there is enough interest for it!
I'm in a group for the capstone project and our group has developed and built a custom engine in dx12, in C++.This engine can graphically show objects and has many functions. We have made this engine in order to make a game with it. We are making a mini game style game with the engine. Our group has experience playing Mario Party and we believe it's possible. The way it's coded structurally wise, each scene is separated within the engine however its all under the game folder within engine. As each scene is separate we have made mini games within those scenes. We have also made a map with tiles like in Mario Party, and we were thinking of making it in a the style of when you land o the tile a mini game aka another scene with that mini game will load and render for you. As for myself I learned a lot more about data structures specifically graphs as I helped develop the map as well as some mini games. As well my C++ skills have improved as I have been spending a lot of time in the engine either working alone or with a fellow teammate on goals for the cap stone.
My name is Dongyoon Lee, I am a technical artist and a programmer.My capstone project, BAR_Code is a single-player cyberpunk visual novel game that mixes business simulation and interactive movie genre.The game is built in Unreal Engine 4 with Blueprints and C++, and the art assets were created using 3DS MAX, Blender, Substance painter, Substance designer, photoshop, MotionBuilder, and a little bit of Houdini. I have developed lots of C++ skills and tech art skills such as shaders and procedural tools through this project. Also, I learned lots of knowledges for 3d modeling, rigging, and animations too.
Studying game programming working on a cyberpunk turned-based tactics combat game in unreal with 2 other people set in an alternative reality in New York. I am the main programmer on the project and the person who decided on the game.
Deadly Undead is a first person zombie survival game. The player is an abandoned SWAT member, traversing his way through a dark forest, looking for an objective point. Between the objective and the spawn area is a hoard of a large number of zombies hunting down the player, who is equipped with an AK-47 assault rifle that uses line trace firing and a random recoil pattern.
I'm a game programmer/designer who excels in the Unreal Engine environment. I've developed a lot of skills with C++, C#, Trello, white-boarding(lucid chart), level design, general game design, team management, networking, and UI design. For the last two years, my primary focus has been on my capstone project, Double Agent. Double Agent is a multiplayer Co-Op stealth based spy simulator focused on using equipment and environment strategy to complete objectives and avoid detection from the advanced AI trying to get in their way.I've been developing this game with one other very talented programmer and a full team of artists from both Sheridan and Humber College. We've built a very interesting and thought out world to throw players into, complete with a cohesive art style.We are working on this project as a portfolio piece, but are interested in continuing this project if there is enough interest for it.
a boss rush game where you play as a person who wants to kill gods
My Capstone project is centered around survival mechanics, it is a Zombie Survival game that takes place in a desolate city landscape that is overrun with zombies, you need to kill zombies and gather supplies during the day to survive the onslaught that will come during the night. This project uses a combination of C++ and Unreal Engine blueprints.
Hey there! My capstone project Evadere is an escape room game with co-op functionality made in Unity. The game concept was inspired by in-person escape rooms that were gradually becoming more and more popular prior to the pandemic. The idea of making an escape room game initially sparked during Global Game Jam 2021 (the theme was Lost & Found). When the global game jam had ended, one of my teammates Alexander Dispenza and I decided to use it as a capstone base and continue on with the development process. We have expanded the game a lot since then with the introduction of a Co-op mode where players can play with friends, a new level theme, new puzzles, UI polishes, and more! The goal of an escape room is to solve a variety of puzzles to progress through rooms and inevitably escape before the timer runs out. I hope you end up having some time to check the game out!Throughout my 3 years pursuing a game programming advanced diploma at Humber College, I was able to learn a variety of new programming languages such as C++/C#, developing games on engines ranging from Game Maker, Unity, Unreal, to making custom engines with OpenGL/Vulkan, learning the basics of 3D modelling, the physics and math behind games, proper game design, and most importantly improving on my communication skills. More of my work (both school and personal projects) can be found on my portfolio (I also have some C++ projects on there). Thanks!
The game is a virtual reality RPG which takes place in medieval times where creatures have taken over the lands by destroying villages and it is up to the player to stop them. In the game the player will have to various activates to perform which are woodcutting, mining, fishing, fletching, blacksmithing, cooking, fighting. As the player performs these activates he/she will gain experience in the skills which will allow them to perform more actions for that skill. While working on this game I have developed a deeper understanding of Virtual Reality, a deeper understanding of AI inside Unreal Engine, and a deeper understanding of C++ inside of Unreal Engine.
Juriel Garcia Sanchez
I am never afraid (Unless it's merging scenes in Unity, those are a nightmare)! Ever since I was in high school I've always wanted to do something creative, inspiring, and unique. I couldn't have chosen such a demanding profession, one that requires so much passion and dedication. I grew up using messing around tools such as TouchDesigner, After Effects, Libgdx, and Valve Hammer Editor, and now I am stuck with Unity. Recently, I've been falling in love with UI Design and have been busy building In-Game UI and our React Website with my fellow partners for our up-and-coming game, Scavenger.
Practiced OOP programming as well as creating animation using Unity's Animator and creating my own aniamtions and statemachines in code as well.Practiced Networking my game using Photon Unreal NetworkingImplemented my own Artificial Intelligence and Nav-Mesh to create my own unique enemies
Project Poly Defense is a 3D Tower Defense Game. Took part in creating the towers in the game and creating a top down version within the project.
The game being developed is a third-person shooter game where you must defeat 100 enemies, all while making sure that you stay alive and aren't defeated yourself. There will be health and ammo pick ups, as well as enemies that have different shooting ranges and speeds. And the setting will be a space, digital area.
My capstone project is a third person adventure game made with Unreal Engine 4 where the player is a wizard on a journey to stop the evil necromancer from taking over the world. Skills that I have developed while working on this project are coding using C++ in Unreal and also how to use Github.
The story of “Regicide”, a third-person action boss rush game, follows the vengeful odyssey of a man named Friso, whose family has been caught in imperial affairs. In a rage, he tracks down the kings of the empire in search of the answers to their deaths. After each slain, he starts to reveal the truth of his family’s demise. Dialogue between side characters encountered on his journey also reveals a piece of info on the realm’s status. This is where the theme of vengeance starts to unravel, where the player character is unknowingly destroying the prosperity of the empire as he blindly kills anyone linked to royalty.Throughout this project, I've learned about designing advanced UI menus and better ways of programming player movement. I've also learned how to be patient and a team collaborator when things get difficult in my group.
Technical Proficiency• Implemented A* Pathfinding in Unreal Engine 4 – C++ (UE4). • Created a fully customizable AI Decision Tree system from scratch in UE4.• Created a dynamic multi-staged multi-conditioned Dialogue System in UE4.• Engineered a custom engine that can run both OpenGL and Vulkan.• Joined 2 Unity projects near the end of their project cycle and helped get them over the finish line.• Built a queue-based RPG Battle System in Unity.• Created a VR demo for Orange Shirt Day in Unity.• Created games in short spans of time for several game jams.Implementation• Experienced with source control tools such as Git and SourceTree.• Utilized organizational tools such as Trello to keep track of the various tasks in each project.• Utilized tools such as JIRA to document and track bugs.• Rapidly prototyped several systems to test their feasibility.Leadership and communication• Authored several documentations for different projects including Game Design Documents, Solution Documents, and Planning Documents.• Organized a multidisciplinary team of 30 to build a multiplayer car death match game, and a team of 6 to build a complex RPG game in two months.• Represented the tech team in meetings with the sales team on many occasions.• 3 years in QA and tech support roles have enhanced my communication skills.Highlighted Personal Projects• AI & Battle Programmer | The Wish of The Strays| UE4 |6 months Created every gameplay and AI system for the battles.• Solo Developer | Necromancer: Blood Call | UE4 | 6 months Built every system in this action-adventure game.• Team Lead & Battle Programmer | Tales From Rostra | Unity | 2 months Led a team of 6 to create this RPG & programmed the battle systems.Work Experience• Infrar3d inc. | Programmer - Unity• Humber College | AI and tool programmer• Tech Adaptika | QA and tech support agent• Cisco TAC| Tech support agent for VoIP Cisco products
Welcome to Haven City. Strap yourselves into the life of a bounty hunter turned saviour. Fight your way through 5 different levels. Enemies and challenges await you in this dystopian cyberpunk future. Customize your character and upgrade your weapons (content TBD). Create everlasting memories in this city. Become the hero you were always meant to be. Become, HAVEN'S SAVIOUR: 3099.
Nghia Tran is a Humber College student with a focus on game programming. After completing his degree in software development, he came to Humber to build on his skills as a game developer. He has experience as a game character animator, branding design and most importantly has also worked with programming languages and game development tools such as Unity, Unreal, and Android Studio. He is excited to utilize his programming background, work with his fellow team members, and offers his assistance and expertise to complete his school projects, personal projects, and industry projects. He also would love to obtain a position as a game developer so as not only to seek an opportunity to use his knowledge and skill to create fantastic games that bring joyfulness, entertainment, and happiness to the audience and but also have a chance to hone his skill from the professional environment in the game industry.
I am a programmer with strong C# and C++ skills. I am very familiar with Unreal Engine 4 and Unity. I also have great VR development skills. Please look at some of my work for yourself!This project was created in our own engine made using c++. It is a mix of an RPG and mario party. There are many minigames that show off some things our engine can do such as physics detection and response. If you are more interested in Unity work please have a look at my portfolio here https://www.robertwardgamedev.com
Over the past 3 years I've been working with my friends Aidan Zizys, Robert Ward, Diego Gregori, and Ben Sayliss on our DirectX 12 engine, working on this engine has fortified our skills in C++, working in a team and our skills with github.
Hi I'm Sean Fowke. I love working on gameplay and love working in a team. For capstone I worked on The Wish of The Strays with Mohammad Ayyad, a roguelike SRPG game. I worked on the hub world section of the game, making NPCs, UI, and shops for the player using Unreal C++ and Datatables.
Catch 88, our project, is a turn based strategy/tactics game for PCs developed in Unreal Engine 4. It has a greater focus on ranged weaponry than many other games in its genre, which lead to creating unique challenges with its level design. It uses a modular map design created using tiles that lets us create levels quite quickly. I also, as an aspiring audio engineer and composer, created all the sound effects and music for the game.
My name is Sujan Sooriyakumar, and I am a game programmer with a huge passion for fighting games. I am proficient in writing code in both C++ and C# languages, very comfortable working with different industry standard engines (most notably Unity), and also have very strong communication and leadership skills. For my capstone project, I have been developing a game called One Hit Hero, which is a 2D Fighting Game built in the Unity Engine. The game features four different playable characters, functional AI utilizing my custom built finite state machine, and offline multiplayer.
A third Person action adventure game set in a fantasy world of magic. the game have pick ups such as health and spells as the attacks. the skills a used to work on this project are using A star pathfinding, collision, projectile movement.