
About me
Background
Games have always been a huge part of my life. They've not only entertained me, but sparked my imagination and challenged my me to think in new waysI've always liked making things and figuring out how stuff works,
and after a couple of years in the Telecom industry it became clear I wanted to do something more creative for a living.That led me to study at The Game Assembly and then into an internship at The GD Studio. So far it has been an incredible journey and I am excited for what the future has to offer.Outside of work
I still enjoy playing games, just on a smaller scale. I’m also into sports and thrive in team environments. Recently I picked up golf with my younger brother. Turns out it’s a much more fun way of taking a walk (most of the time).
Intergalactic Ball Throwing Championship With Friends ツ
Contributions
- Throwing ball physics
- Player
- Portals
- Audio System
Harbor Havoc
Contributions
- AI Enemies
- AI Manager
- Behavior Tree
Stellas Quest
Contributions
- Astar pathfinding
- Grid Manager
- Frustrum Culling
- Collision System
Spite Hymn of Hate
Contributions
- Navmesh import
- Navmesh Pathfinding
- AI Enemies
Dissonance
Contributions
- Scene Manager
- Level json parsing
- Checkpoint System
- Boss Abilities
- UI
3D Navigation Grid
The navigation grid is a system designed to enable pathfinding and navigation within three-dimensional spaces, allowing agents (such as flying units) to traverse complex environments.By using a grid structure, the system efficiently breaks down the 3D space, evaluating terrain and static obstacles to define which volyms are accessible. This process ensures precise pathfinding, even in environments with intricate geometry.For pathfinding, the system employs a unique Grid Trace technique that straightens paths between cells, optimizing movement to be both efficient and smooth.
Influence Maps
The system provides units with real-time information about their surroundings, such as threat levels and proximity.Multiple influence maps can be dynamically combined during runtime, generating valuable data that units can use to make informed decisions.Learn more to see how units operate solely based on influence data, enabling autonomous and intelligent behavior.
Navmesh Pathfinding
The system provides units with waypoints along the navigation mesh, allowing them to move efficiently through complex environments.While the final algorithm may seem simple, getting there was a complex challenge. Debugging pathfinding logic required overcoming countless obstacles, uncovering tricky edge cases, and gaining deep insights into the field.Learn more to see how I developed my own version through trial and error.