Game Projects @ TGA

The Game Assembly — 2023–present

At TGA, students complete 8 group projects and 14 individual courses over roughly two years.

Applied Graphics Programming

individual course

Applied Graphics Programming — Part 1

The goal of the first half is to create a windowed application, set up a projection camera, generate terrain, and write a plane reflection shader. The course is designed to get students comfortable with shader authoring and the graphics pipeline before the custom engine work begins. It sparked my interest in shaders more than anything else at TGA — the immediate visual feedback loop is unlike anything else I'd done before and quickly became an interest of mine.

Applied Graphics Part 1 scene

Scene at the end of Part 1.

individual course

Applied Graphics Programming — Part 2

The second half covers more advanced rendering concepts: light culling for spot and point lights, post-processing (bloom, tonemapping), shadow mapping, deferred rendering with a GBuffer, bone-driven skeletal animation, and instancing. This lines up with the start of the custom engine projects, forming the foundation for everything that follows.

Applied Graphics Part 2 scene

Scene at the end of Part 2 — multiple lights, post-processing, and instancing.

Group Projects

group project 8 — titan engine — c++ / dx11

Red Rock Ravine [fps]

A first-person shooter built in our custom Titan Engine. My focus was stability, rendering bugs, and VFX.

Red Rock Ravine screenshot

group project 7 — titan engine — c++ / dx11

B.O.O.M [fps]

A first-person shooter built in our custom Titan Engine. My focus was instancing to improve rendering performance, adding graphical debug tooling, and setting up RenderDoc annotations so each instanced draw call is clearly labelled during profiling.

B.O.O.M screenshot

group project 6 — titan engine — c++ / dx11

Spite: Decrepit Depths [action rpg]

A Diablo-style isometric action RPG. I continued building out the graphics pipeline, focusing on refactoring for usability. I also implemented a VFX system that loads shaders directly from Visual Studio Shader Designer into the engine, and added font & text rendering through DirectXTK.

Spite: Decrepit Depths screenshot

group project 5 — titan engine — c++ / dx11

Titan Engine [engine project]

The founding project for our custom engine. I helped lay the rendering foundation and spent a significant amount of time investigating the Houdini HDA file format and whether it could be integrated into the engine for artist workflow. It ultimately had to be de-prioritized, but it was a valuable exercise in scoping.

Titan Engine screenshot

group project 4 — unity — c#

Rocking Rodents [souls-like]

A 3D isometric souls-like. I was responsible for the player and their state machine — Enter()/Exit() method states, smooth animation transitions, and a camera lock-on feature. Most state machines in game jam contexts end up as switch-case trees; it was satisfying to implement one cleanly. I also studied Sekiro’s movement model while working on the player rotation logic.

Rocking Rodents gameplay

▶ watch on youtube

group project 3 — unity — c#

Ghost In The Shield 2028 [2d platformer]

Originally started as a rhythm platformer, then went through a significant redesign. I worked on the UI and the sprite animation system, making sure spritesheet playback was frame-accurate. Also supplied some Judge Dredd reference material for the artists.

Ghost In The Shield 2028 gameplay

▶ watch on youtube

group project 2 — unity — c#

Soulmates [mobile puzzle] Google Award

A mobile puzzle game where two separated characters must be reunited. Won an award at a Google-hosted event in Stockholm, judged by representatives from Google, Funcom, King, Resolution Games, and others. I was responsible for all UI, the tweening library, the refraction/reflection gameplay element, and the dynamic idle animation where the characters look toward each other when in line-of-sight.

Soulmates trailer

▶ trailer

Soulmates full playthrough

▶ full playthrough

group project 1 — unity — c#

Beaver Fever [endless runner]

A Subway Surfers-style runner game. I handled UI, miscellaneous fixes (pickup animations, death quotes, bug fixes), and the level transition effect.

Beaver Fever trailer

▶ trailer

Beaver Fever full playthrough

▶ full playthrough

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