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WELCOME TO EARTH

Gameplay Programmer | Alt-Control Game | Unreal Engine | C++ | 16 weeks | Feb 2020

Welcome To Earth is a 2.5D sci-fi  puzzle-platform side-scroller that makes use of an alternative controller for player input movement.

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My role on this project:

  • Implemented an abduction/hover mechanic for interaction with all world objects

  • Created an enemy boss AI to execute a fast-paced chase sequence where enemy would throw projectiles onto the player while also avoiding obstacles on it's way to chasing the player across the level

  • Setup and integrated alt controller to allow player movement using proximity sensors

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This project allowed me to work on some arduino code which was a new experience for me and allowed me to learn more about integrating hardware with software. The most fun part of this project was definitely creating the controller and constantly improving upon it to ensure smooth functionality. The biggest challenge in this project was having to work remotely due to covid-19 on a project that required a lot of in-person team interactions.

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To look at gameplay videos for this project click here.

No Code Sample Available

ROGUELIKE

Solo Developer | Unity | C# | 3 weeks | Oct 2020

Dungeon Crawler is a procedurally generated 3D dungeon crawler that creates a procedurally generated dungeon space to allow for turn based combat between player and enemy units. This project was an individual project made as part of a game engineering course assignment in the MEAE program


My role on this project:

  • Wrote the procedural algorithm to generate the dungeon rooms, lava tiles, victory tiles, list of options for upgrade tiles, and spawn enemy units

  • Implemented functionality to create rooms by using text files

  • Implemented turn based logic for in-game units to perform actions on their turns

  • Implemented Dijkstra's algorithm using a MinPriorityQueue for pathfinding of in-game units

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This was my first time using procedural generation to generate a map space entirely by myself. I learned a lot about the advantages and disadvantages of using proc gen through this project. It was really cool to see how the algorithm efficiently and without any ugly overlaps put each of the customized shaped rooms next to each other. I also reworked the proc gen algorithm to ensure getting outputs as fast as possible. 

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To look at gameplay videos for this project click here.

No Code Sample Available

CHROMA-MELEON REMASTERED

Gameplay Programmer | PC Game | Unreal Engine 4 | C++ | 2 weeks | Dec 2019

Chroma-Meleon Remastered is a local multiplayer 3D platformer where two players go head to head to defeat the other by entrapping them within their trail. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Implemented a wall run mechanic allowing for player to traverse the entire level

  • Added split screen functionality to allow for PvP experience

  • Implemented several powerup abilities and integrated them with the HUD

  • Implemented functionality to use single key input for movement

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I had a lot of fun working on this game. It was an interesting experience to re-create a 2D game into a 3D game but with certain alterations. The biggest hurdle to cross for me was the wall run code that we needed to be perfect for smooth gameplay. Getting a good understanding of raycasting and with the help of some math concepts I was able to accomplish this task.

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To look at gameplay videos for this project click here.  

No Code Sample Available

BEATING

Gameplay Programmer | PC Game | Unity | C# | Mix and Game Jam 2020 | 48 hours | Nov 2020

Beating is a 2D mixed genre, rhythm-platformer game consisting of 4 levels where the player moves across an environment that is constantly altering based on the music beats in the background. This project was made for a 48-hour game jam (Mix and Jam 2020) and the game was published on itch.io. 

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My role on this project:

  • Implemented tile based movement for player movement

  • Implemented logic to synchronize spawning and de-spawning of obstacles with music beats 

  • Implemented logic to synchronize moving platforms with music beats

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This was my first game jam that I have participated in. It was a lot of fun but with the pandemic and remote work it didn't come without it's challenges. Communication was definitely the biggest challenge since each of the 5 team members were from a different time zone. It took us time to brainstorm ideas based off the theme that was given to us, mixed genres. However, once we had some "rhythym" (pun-intended) going we were quick to flush out mechanics and contribute to other areas of the game.

MONSTER CHASE

Solo Developer | Visual Studio | Windows Desktop Application | C++ | 20 weeks | Jan 2020

Monster Chase is a Visual Studio project focused on creating a custom game engine to then develop a simple 2D game with. This was an individual project.

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My role on this project:

  • Created a physics system operating on the concept of conservation of momentum and matrix calculations to simulate real-life physics.

  • Created a collision system to handle collision detection and collision response among multiple in-game objects simultaneously

  • Implemented a job system that handles rendering of in-game objects on different threads

  • Added functionality to load and run JSON file data in-game.

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This was a very interesting experience that made me more familiar with creating a game from scratch without using the tools engines like Unity and UE4 have to offer. I was able to understand how a basic game engine works. I enjoyed implementing the physics and collision system a lot since they approximated real life physics and collision. However, my biggest obstacle was the job system since I was not much familiar with the concept of threads at the time. I also became familiar with a lot of new C++ syntax style and functionality such as binding functions. 

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To look at gameplay videos for this project click here.

VIRTUAL HOME SIMULATION

Technical Lead Programmer | PC/VR | Unity | C# | Ongoing | Jan 2020

Virtual Home Simulation is a PC & Oculus Rift simulation aimed at creating an interactive home
environment to supplement the training of social work students and social workers in the field. This application is currently being developed within a team by University of Utah's GApp Lab.

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My role on this project:

  • Implemented a context hint system to display specific hints across the application when certain conditions are met

  • Reworked the scoring algorithm to more accurately evaluate performances

  • Implemented a bug reporting tool for front-end use

  • Implemented a scaffolding structure to allow efficient user training

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This was a very interesting on-going project that presented a lot of challenges especially after overtaking it from a previous team.  However, going through some of the pre-existing systems and tying those in with the foundation of the newly created systems we implemented allowed me to challenge my design skills in ensuring that the application was easy to use as well as develop on for any new team that took over it.

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To look at gameplay videos for this project click here.

No Code Sample Available

MACULAR DEGENERATION

Gameplay Programmer | VR Experience | Unity | C# | 2 weeks | Oct 2019

Macular Degeneration is a 3D educational game that enlightens players about the eye disease, Macular Degeneration, by attempting to accurately simulate in VR how the disease affects individuals who suffer from it in their daily ordeals. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Implemented a random shopping list generator from the current inventory inside the supermarket

  • Created a checkout system to tally how many items were picked correctly and what items were missed 

  • Added a diegetic UI checklist to highlight player performance after checkout

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​This was my first time developing with VR in Unity. We had a lot of problem related to the collision box on the player that would prevent holding items in hand without throwing the player across the room. However, we were able to sort out these problems using a lot of custom collision checks.


To look at gameplay videos for this project click here.

SYNCHRONIZE

Gameplay Programmer | PC Game | Unreal Engine 4 | C++ | 1 week | Oct 2019

Synchronize is a 3D puzzle-platformer that shows off several mechanics depicting various meanings of the word 'Synchronize'. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Implemented a time-based synchronization puzzle

  • Created platforms to be raised/lowered based on registering external weight

  • Created a sliding door to open only when both platforms are simultaneously lowered 

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This project was my first time using Unreal Engine 4. It allowed me to become much more familiar with blueprints in Unreal and the concept of levels to ensure every single mechanic could be worked on a separate level without any issues of someone overwriting other's work.


To look at gameplay videos for this project click here.

No Code Sample Available

CHROMA-MELEON

Gameplay & UI Programmer | PC Web Browser Game | Phaser 3 | JavaScript | 2 weeks | Sept 2019

Chroma-Meleon is a 2D endless runner recreating the classic arcade mini-game, Tron Light Cycles. In this game, the player and enemy both make use of color switching trails to entrap the other and defeat them. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Created a state system consisting of multiple game states and implemented switching between those states to execute certain pieces of game code accurately

  • Implemented trail switching color mechanic and tied in player/enemy death logic based on collision with a certain trail color

  • Updated UI to highlight level progression

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This was my first game that I have created using JavaScript. Despite a lot of syntactical challenges, I learned a lot about how JavaScript works and develop a general sense of confidence in working with other prototype-based languages as well.

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To look at gameplay videos for this project click here.

BURNIN' BOULEVARD

Gameplay & UI Programmer | Mobile Game | Unity | C# | 2 weeks | Nov 2019

Burnin' Boulevard is a 2D endless runner that ties two themes, Modern Art and Fred Rogers, to create exciting gameplay. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Implemented dynamic loading and garbage collection of moving vehicles

  • Wrote several pieces of game logic including logic for extinguishing burning vehicles and vehicle explosions on collisions

  • Added animations for vehicle movement and explosions

  • Integrated UI for counter of missed burning vehicles that went off screen


In this project I got the chance to work on stuff other than traditional gameplay such as sound and animations which was a lot of fun to learn. Me and my team also had to make difficult design decisions such as if the cars from one lane bump into those on the other lane when hit with water but we managed to narrow down our design to what allowed the game to be a fun experience as well as not steer away from it's theme too much.

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To look at gameplay videos for this project click here.

KARATE TOT

Gameplay Programmer | PC Game | MonoGame | C# | 2 weeks | Aug 2019

Karate Tot is a 2D action-based endless runner where the player makes use of nunchucks to destroy enemies and survive to get the highest score possible. This project was part of a series of two week rapid prototypes in the MEAE program. 

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My role on this project:

  • Implemented a combo mechanic that multiplies player's score based on their rapid killstreak

  • Added collision detection logic between all world entities including player and enemies 

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This was my first time using MonoGame to develop a game and so I had to do a lot of digging into documentation and ask for help from others who had more experience with the framework. 

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To look at gameplay videos for this project click here.

PONG BALL

Solo Developer | PC Game | Unity | C# | 1 week | Mar 2020

Pong Ball is a 2.5D recreation of the classic game, Pinball, but with a twist to the gameplay. The gameplay mixes mechanics from pinball and pong to contribute towards innovative gameplay. This project is a solo project I worked on as a part of my Experimental Gameplay class at the MEAE program. 

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My role on this project:

  • Added randomly spawning bumpers to distort player coordination

  • Implemented horizontally sliding flippers

  • Added local multiplayer functionality for controlling flippers to create a PvP environment


To look at gameplay videos for this project click here.

No Code Sample Available
Projects: Projects

©2020 by Azhar Siddiqui

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