Hello everybody, this is my portfolio, I'm writing it in HTML with my own two hands.
... And a little help from the internet and friends when things go wrong.
Hi, I'm summer, a Computer games programming grauate!
I was interested in how video games work since I was 7, but had no means of taking them appart to see how they function - so i spent time deducing what data gets stored, how the player moves, finding glitches in order to test my theories! And even now when I play games, I STILL try to figure out how each one works, as it helps me to design game mechanics of my own!
Bachelor of Science (Honours) in Computer Games Programming with Industrial Placement
University of Derby, Derby
2II - SECOND CLASS HONOURS (2nd Division)
september 2019 --> june 2023
ICT Systems support
JBC skills training, online
Level 2 Diploma - Pass
June 2024 – 14th August 2024
I'm a fast learner; unless I get really stuck on something, I can figure out how to use new systems and how to do new things rather well.
I'm good at solving problems - not people related problems - but I can trouble-shoot both systems that I know well, and ones I've barely seen before
5+ years of C, C#, C++, python, SQL, assembly, visual basic, HTML, CSS, and PHP, and 2+ years using the Unreal Engine 4 and Unreal Engine 5 game engines with 2 small game demonstrations created in each engine, and another game in UE5 in progress
I can adapt rather well to inconveniences with my code - even if I accidentally delete half of it, I can come back from that with only a few duplicate pieces
To be added later so i don't get spammed with bots now
In some of my projects I bit off more than I could chew, but I'll be going back to their concepts; and even making new concepts now I have more time and no time-limit; just to see what I can make!
A small project I have secretly been working on since spetember 2024. It's a roller-ball platformer that I've managed to release a demo of on itch.io by December the same year!
I like puns, and the roller-ball levels of crash bandicoot wrath of cortex did a number on my childhood, hence the punny name and gameplay concept!
As of july 2023 I began the programming work on a game I had been thinking of - it's still in heavy progress as I am making the various game mechanics myself to see what I'm capable of! this currently includes talkable NPC's, quests from the NPC's, items that can be picked up and stored in an actual inventory, etc.
Download link coming once I have a proper build ready
Check out my development blog here!
My dissertation covers what is best to show to users during file syncronisation issues (when it can't automatically sync so it asks the user which version they want to keep). The artifact contains both a basic recreation of an mmo formula (areas with foes, areas you can recover in, but with a "point of no return"), and an adaptable quiz (most of the quiz results are on paper as the answer of "both" was more common than anticipaed) where the user is shown different inforamtion from the files and is asked to determine which file fits that criteria (the criteras were typical things players may asks themselfs when selecting between files)
Check out the project here: Download it from my github!
the development was rocky with this one when it came to team coordination, but it got to derby uni's 2023 games expo
Check out the project here: Download it from my github!
What happened during the project:
Multiple team-members dropped out, but I still managed to deliver everything I promised to (snow and puzzles) and then some (adding controller focus onto menus, adding colourblind-modes, and adding the credits page). I do admit I should have took more initiative to "kick the other team-mates into gear".
I bit off more than I could chew during this one and the main mechanic (swapping the properties of items to help sneak around) was benched
Check out the game behaviour project here: Download it from my github!
What happened during the project:
The swap mechanic was abandoned late into development as finishing the game itself was more important - I origionnally tried to use a raycast from a mouse click as a selection tool for selecting objects in the encironment, but it ate too much time. If I were to come back to this, I'd use an "area of effect" that picks the closest item (potentially using something simmilar to the queries found in the AI to determine which item is closest), and a post processing filter to highlight the item that would be selected.