Portfolio

MCPVP/Brawl – (Company, Many works, 2013-2016)

 

From 2013 until 2016 I worked for both MCPVP (short for MinecraftPVP) and Brawl as contractor.
Using the alias ThaRedstoner (A reference to a resource in Minecraft, used for logical circuits in the Minecraft), I helped provide gaming servers based on Minecraft, using only the server logic (no rendering). Most of my work with these companies is proprietary however, so I can not show any examples.

In the start, my primary jobs were fixing bugs, and creating kits, basically a role the player could choose, with a unique ability/starting items, which were released/sold weekly. Over time, I worked on several different projects which are still in use today on Brawl, such as the Hardcore Games, MinecraftBuild, CTF.

In the later years (2015-2016), my jobs shifted mostly to hooking more deeply into Minecraft’s native code and internal working. Because of this, I also specialized in hack detection, starting a project to replace our current hack detection and create a reliable and tweakable replacement.

I made this happen by collecting user metrics and setting up formulas/graphs based on “correct” behaviour, while constantly grading players to that formula. Using feedback systems, players would gain a predicition based on a combination of all recent relevant test results, and if they crossed a threshold, they would be banned.

Java2hu – (Personal Project, Game, 2014-2015)

 

Java2hu is a fan-game based on the Touhou Project series, written in Java.
It was first built on (simpler) 2D library Slick2D, but rewritten later on a better 3D library, LibGDX.
This was a great learning experience for me, as I made this before I started my studies.
It exposed me to very low level game API’s and taught me things like GLSL, OpenGL.
Sadly, the project was discontinued after about a year of programming, as I had to focus on studies, and with my newer knowledge, my older ways were outdated.

Videos:

 

A small side project related to this; a visualizer based on Hopalong fractals, used on music from the game mine was based on:

 

The entire process and a lot more videos of the game can be can be found on my Youtube channel.

 

Project Outrun – (Group School Project, Game, 2016 Q3)

 

A group project made with 4 others, over the course of 3 weeks.
The game is a physics based escape racer, where the goal is to outrun an apocalypse coming for you.
The track the player drives on is semi-random, tracks are generated at the start of the game depending on difficulty.
My job was lead programmer, and my contributions include the track randomization, lua implementation & scripting, car movement/rendition.
As well as overseeing the entire compilation of all the work of the other members into the final product.

Images:

Videos:


Code Example:
The car is made up of a rigid body and a model, the state of the rigid body is projected onto the model.
The car is turned according to the normal of the road below it.

Download (Installer)

Shadow Step – (Solo School Project, Game, 2016 Q2)

 

A game made for a course introducing me to Unity, built bit by bit over 6 weeks.
This game is mostly my own work (excluding the audio), most graphics are mashes of fractals and image effects, and usually very simple anyways. Also the first project that I experimented with Shaders in Unity.

Images:

 

 

 

 

 

 

 

Video:

Code Example:
Create a path based on a movement vector, that can be flipped and rotated by 45 degrees (This is what the player uses to select where to go).

Download

Barca Cornea – (School Group Project, Game, 2016 Q1)

 

A school project created in two weeks. My job was Lead Programmer, taking care of most of the mechanics.
Overal a very good project, and a great introduction to physics based games.

Images:

 

 

 

 

 

 

 

 

 

Video:


Code Example:
Loading a level from a Tiled (a level editor) file, finding the boat placed there by the level editor.

Download