Using DX11 and C++ I've created a simulation to show off 3D graphics techniques using a variety of HLSL/FX shader files to produce effects such as: cube mapping, cell shading, skybox, bump/displacement mapping. Using different techniques like per pixel shading, per vertex shading and texture mapping. This simulation is integrated with IMGUI to allow for swapping in and out shaders, and uses a custom object loader for obj files.
https://github.com/700120-C-Programming-and-Design-24-25/final-lab-OWENBEEKS/tree/main/SimulationImproved
A video demonstrating a rigidbody simulation that was programmed using rust and CUDA. I utlised threading and lockless programming with rust to attain a smooth framerate to simulate a fluid simulation.
Here is a video demonstrating some scenarios I configured in Jolt Physics to benchmark against Unity DOTS as part of my honors stage project. This consisted of using CMAKE for the library and C++ for the coding. I'm particularly proud of this as it had a huge learning curve in a short amount of time with learning C++, physics including water buoyancy and continuous collisions.
A shooter game I made mechanically in Unreal Engine 5 with blueprints and C++ components. I'm particularly pleased with this one as I was able to elaborate further on the design and provide additional functionality such as the crouching inputs.
I've used: animation blueprints, blend spaces, blueprints of different types like characters, game modes, ai controllers and character controllers. I also used the input action system to connect to the player controller, as well as behavior trees and blackboard to connect to the ai controller.
C++ classes were used for the shooting mechanics, including the gun, crouching behaviors, health, user input, movement and others.
A graphics simulation using OpenGL, in which I programmed GLSL shaders to create visual effects such as lighting, transforms and rotation of 3D models.
A game engine I programmed using OpenGL and C#, in which I built a 3D pac man inspired game. This taught me all the working components that go into a game engine.
An AI inspired game called Artificial Theif, in which the player attains a score while trying to avoid the pathfinding enemies that are patrolling. It was created using ImGui with Monogame C#.
Created a VR museum collecting publicly available assets, providing the VR functionality by following the Unity VR labs tutorials. This was created using Unity and C#. https://github.com/OWENBEEKS/UnityVRAssignment/tree/main/Create-with-VR_2021LTS/VR%20Room
As part of an effort to learn more about Unreal Engine 5, I created a simple dungeon game. It demonstrates my usage of creating game modes, adding debugging tools such as the point of collision of my grab function, and blueprints scripting behaviours.
A tank game made in Unreal Engine 5, this demonstrates and has taught me to use ideas like bullet projection, enemy behaviours (AI), sound effects, camera effects and a simple game loop.
One of my first Unreal Engine 5 project as an introduction to the engine.
Made as part of the Climax Game Jam 2025, a short game me and James Davies produced over a short weekend.
FPS game created by following GameDevTV tutorial. This was built using the Unity engine with C#, I discovered how to use lighting, build UI, implement ray casting for the bullets.
RPG game created by following GameDevTV tutorial. This was built using the Unity engine with C# in which I discovered lots of gameplay systems and enemy behavior patterns.