This was a UE4 project worked on by myself and my mentor, Marc Aubanel. The goal was to explore pathing solutions for AI in a three-dimensional space without using nav meshes. We implemented the standard BFS, DFS, Dijkstra, and A* pathing methods, with A* being the one currently shown. The solution space in these images was a 5x5x5 grid, with the objective being for the spaceship to get from the bottom left cell to the upper right. I also implemented collision detection for objects that appeared within the solution space. The path taken is in blue debug cubes and any cell occupied with an object, and therefore ineligible to be in the solution path, is in red debug cubes.
This was a UE4 class project to design a level within the given dimensions and then find assets online to make a section of the level look pretty. The character and animations were obtained from Mixamo. All of the gray box objects I created myself. The obstacles for this that I made were moving walls you needed to get through, a floating platform maze, running on a windmill fan to reach a door on a higher wall, moving walls you needed to stand on to cross, and some moving rings to jump through. The general theme I went for was a ninja infiltrating a medieval castle.
This is a UE4 project created by myself and my mentor, Marc Aubanel. The goal was to explore procedural content generation with regards to map creation. I worked on the XML parsing front end and most of the algorithmic back end for the 2D portion of the project. The first two images are the XML input and the outputted 2D tile map. The rest are other maps created with different input, with the last being one of the 3D maps we made. 2D maps had a predefined size, whereas the 3D maps were generated in chunks. We heavily incorporated noise in most of our random number generation to produce some of the effects shown. For paths between rooms, I used a graph structure to keep track of how many connections there were between rooms and I used A* pathing to create the actual routes between rooms.
Zandra is a game created in Unity as a semester group project by myself, Seth Perlstein, and Chase Mitchusson. The premise of the game is a 2D puzzle platformer using gravity as the primary mechanic. The player is able to change gravity to any of the four cardinal directions, allowing them to walk on walls an the ceiling. My role in this was to get the mechanics working (gravity, any obstacles for the player to overcome, and camera bounding) and to animate the player character with animations from Mixamo.