

Texual Engine is a game engine I started creating late last year but I ended up finishing it up this half way thougth this year. The engine is very similer to the soure engine and unreal in some reguards but the main catch to this engine is that everything (and I do mean eveything) renders and dose audio thougth the standered windows command line which.
Beyond that the engine exactly uses a similer structer to the source engines VMF for map files and value management but it is also uses componet based system to that of unreal and the material system losely supports some of the features unreal materials have including post processing.
the source code for this engine can be found here on github.




Gravity Shift Combat is another game I made for a universty modual (Bespoke Platform Development) and this game is made for the Evercade exp. I this game you objective is to pretty much kill everone in the room with you and you can do this thougth a combanation of gravity shifting and fireing enegy balls at your foes and you can do that because you know magic.
the game is pretty short and it only consist of four levels but these levels can be quite the fun challenge to overcome especially in ultra hard difficulty on top of that all these levels. Apart from the levels however a lot of love went into making everthing from the particle system to the damage system, in this game.
if you want to see all the videos I recorded while completeing this game then click here and you can click here to see the dev form posts.
Note if you obtain my grade for this from the academic board it will be forty or forty three percent and this is because I thougth my computer submitted my work but it did not and I did not realize this untill a lecturer contacted me about 4 days after the dead line for summation resulting in my grade being caped. The uncaped gade for the games work alone is nighty four percent and the total uncaped modual grade is 88.6 percent. Moral of the story get better internet and hope the summation portal is open a month ahead of time so something could of at least been marked without the cap.

Enchanted Forest is a game I made for one of my university moduals (c# scripting for game engines and the dev forms posts for that modual can be here) and in this game, your objective is to try and live for as long as you can as tanks shoot at you consistently but what makes this even harder is the AI director Omega.
Omega is a lot like the AI director from Left for Dead except our AI director has one task which is to come up with the best plans to kill you and it would be very good at this job but we limit its resources and wipe its mind at the start of every game but as you accumulate more points it will know more about your play style and it will slow get given more resources untill you reach 1500 points at which point it will have all the resources it can have.
The combat for this game is also really simple but well-liked. The combat consists of three weapons red, green, and blue. each of these weapons will also have a coasponding enemy type of the same color and if you use the right weapon for the right NPC you will get a critical damage point boost. Apart from that, there are also power ups that ethier increese your speed or health or they would give you a force field of protection addational the faster you went the slower everything else became and this made people feel like they were supper heroes.

This second photo on the left shows the power up forcefield and this forcefield can also bounce enemy projectiles off it as well as push aroud the tanks such as the blue tanks which can also be seen in the photo. These tanks will also try to flee from you when they have taken to much damage as well which is a nice little trait to them.

Cable connect is a set of games inspired the watch dogs hacking puzzles with a lot of the second game also improving up one the puzzles with new mini mechanics like node attachments that randomly spin the nodes around the node the attachment is attached to or node attachments that need a certain amount of power before the node it is attached to will do anything.
The game also comes with nice stylized 3D backgrounds and clear sound effects it is sadly a bit short but systems are in place that will allow me to make more levels in the future should I want to.
the second game (the first one was for a game jam and it isn't very good as team mates did not do there job) can be found here and the code for it (so others can learn how to make there own kind of electrical based game) can be found here.

Public AI or pal as it is referred to as in the code is a system I made that allows you to create your own chat GPT like that is also more deterministic(controllable) and humanistic(emotional and epiphytic) then chat GPT AI could ever be. It can also run functions as well and use the result of thoese functions in it's responses which chat GPT could only recently do. This AI was also inspired by zagisa from a "chat with it" and kizan from "event[0]" which also means you can use it in video games (if you don't mind rewriting a bit of code to hook it it up to said game) should you want to.
public AI also now comes with a bunch of tools which allow you to insert/teach the AI a bunch of information really fast as well as teach it how to understand spelling errors, how to use synonyms and all theses tools can be found with the folder ToolsToEnhanceAI which is located within the public AI repository.


The core engine is a modafiyed version of the love 2d engine that supports systems like: entities, cameras, particles, hooks, timers, time logic and resource management (ie textures and sound files) out of the box.
The engine is also very special as it also comes with a loading system that allows for the engine to stream in all the entities and resources with an actual loading screen rather than just having a whitebox but something else that is very special about this game engine is that it uses a new type of ticking (by ticking I mean a function that you run every so and so seconds to get an endless-ish loop) and this new type of ticking is a lot like delta time except it doesn't give you a number to times the speed of objects by in order for the movement to be accurate instead it work a lot like delta time but inside of the tick function is some code that uses the delta time to determine if and how many time it should run another function and we use that as our tick function everywhere else.
This is all special because it will help a lot of people who are just getting started with love 2d like game engines who are a bit unsure on how to do things like entities or resource managment.
I released the engine for public use this year and the source code for it can also be found here.


This year I worked on a game called a chat with it, and in this game, you play as a human in the year 2030 stuck within a vacant city, with walls of unknown origin surrounding you and making it difficult to escape from this desolate, empty place.
To get out of the city you must communicate with an AI called Zagisa whose job is to oversee the city and ensure all is well and working but with his help he can unlock doors for you and answer questions you may have.
If you wish to see more of how the game was made click here to see the time line of the work I did or here to see the development log if you wish to download the game click here.




lyra attack and Defend was a game I made for college with the Lyra game assets. in this game, you played on one of two sides (attacking or defending) in an attempt to capture or defend a set of points. if the time limit hit zero and not all points were captured blue wins likewise if all points were captured red would win but to make up for the fact that red would have to do a lot more work than blue (blue only has to keep one point to win) red dose have the advantage when it comes to the map.
the game also had classes which were the: healer, the dasher, the brute, and the bot class for bots.
the game was well liked my many of my classmates and you can click here (SOTC access only) to see the documentation of this work.

Dots is a programming language made by me and it is designed in such a manner where it can do a wide range of complex tasks and also run tasks almost simultaneously however the programming language is a bit complex to work with for most people. This coding language also uses dots (like fullstops and bullet point dots) to run and execute tasks hence the name.
This coding lanuage was also inspiered by ascidots however it comes with a lot more features than ascidots such as functions for example.
Hide and shoot was another prototype of a game where you would of had to fend for you self in the dark aginst a threat with nothing more than a highly advance plasma shooting laser gun to keep you company.
The AI for this was also really advenceand and had a really complexed system for seaking and finding players in the best way possible and I believe the game worked really well in how spookey it could be however I will say the audio could of been better and models as well.
The subtitles in this games are also some of the best as they can change from one color to another depending on how close you are to the sound.




Pin speed was a prototype of a game that worked a lot like a sonic game, where you gained speed by ramming into bad guys and there was a lot of parkour. This game had three levels to it which were simply called the grass, ice, and fire levels and all of these levels had all sorts of traps or bad guys that would try and kill you.
The game was well received by the people who played it and they did seem to enjoy it a lot as well.


This is a game I made where you use a combination of jumping, button pushing and time travel in order to solve tests and escape the underground lab known as z labs (it's shocking I know) but this basically works by using a sort of demo system but we can exclude objects from being effected from this playback. We also send the players movement demo data to another player like object which allows us to be able to see our past self in the game.
The game was also made using the love 2d game engine but I basically change everything in it and I do mean everything (even the crash screen) so that it would be to a standered I was happy with.
the itch.io link for game.


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I would like to think of myself as a kind, caring and compassionate person who also likes a laugh every, now and again and I would also like to think I am good in teams. I also really like, computers and making stuff for them whether that's making my own games, mods, steam mods or making my own coding language and I also like chicken nuggets and seals.
I have also been descried by others as smart, intuitive but questionative and generally an all around, good and slightly clumsy but funny person so I reckon if you are looking for someone to lift spirts I could be perfect for you.
I would like to have a decent job that preferably doesn't do crunch (but I don't really mind that much) and I don't really care about the money I get for the job as long as it's enough to, keep me from being homeless and allow me to buy some really good food once in a blue moon.
I would also like to possibly expand my circle of friends and connections to more people within games so that I can learn more about the industry so that I can better my self and help others around me.
email: dsbkhvds221@outlook.com, kylexxzyz@gmail.com
telephone: 07885385848
address:
Stoke-On-Trent
90 st Mary's road
ST3 5DP
In terms of what I think I specialize in I would like to say I specialize in a lot of regions of game development and programming with me doing a good job at pretty much everything from materials to level development (should it come in handy) but I would positively say that my strongest areas are:
• AI development
• Debugging
• General mechanics (power ups in Mario and content like that)
I would say these are my strong points because I have done so much with AI at my time in college and I have also made so may times of AI from ones that have the best search system to others which you can have an actually conversation with. I would also say debugging is a strong point because I have had to do a lot of it (for others projects and work) and it is just ingrained into me now and I am very good at doing simple mechanics.
• Unreal
• Love 2d
• Lua
• C++
• 3ds Max
• Magicavoxel
• premier pro
• OBS studios
• UAL Level 2 Diploma in Creative Media Production and Technology in Games development
• UAL Level 3 Diploma in Creative Media Production and Technology
• UAL Level 3 Extended Diploma in Creative Media Production and Technology in UAL Level 3 Extended Diploma in Creative Media
• Duke Of Edinburgh bronze 2018
• Duke Of Edinburgh silver 2019
my CV: my drive folder
my cover letter: my one drive folder
stoke college work folder: stoke one drive folder
github: my profile
address:
Stoke-On-Trent
90 st Mary's road
ST3 5DP
emails: dsbkhvds221@outlook.com, kylexxzyz@gmail.com
telephone: 07885385848