In this section you will find a collection of my other projects. They are either professional, personal, or university related. Projects are ordered chronologically, starting with the newest.

Engine Upgrade

The past year and a half I worked on upgrading the Creator Engine, the in-house engine of Triumph Studios. My work was mainly focused on creating a new editor, as the old one is dated and the UX is limited. The new editor is based on WPF using C-style ABI bindings to glue it to the engine. A lot of my work has been in making sure that the UX is an improvement over the previous engine as well as implemented many of the new features of the editor. Examples include docking windows, various property editors, navigation tools, node graphs, and undo/redo support.

Graav Machine

Graav Machine is a simple but effective Discord bot that checks if a Minecraft server is online, and the amount of players currently playing. It also sends messages to a channel when the server goes online and offline. I used this project as a test case for learning cloud and service programming. I run a small cloud server with Ubuntu and Docker to run small services like this. You can find this project on my GitHub page.

FlipMeister

FlipMeister is a small addon I made for Guild Wars 2. It is built upon the addon loader Nexus from raidcore.gg. Functionally it is a tool to help you track items you bought from the trading post with the primary purpose of reselling and tracking profits. Technically it is written in C++ and makes API requests to gather the data. The UI was built with Dear ImGui. You can find this project on my GitHub page.

Aurora Engine

Aurora Engine was a hobby project I worked on around 2017-2018. It was used as a way to put into practice the knowledge I gained during my university studies. The idea was to make a game with it, but the project never left its early stages. The engine was cross-platform (Windows and Linux), supporting DirectX 11 and OpenGL. It had a working ECS, resource loading system, and bare-bones rendering.

Sulphur Engine

Sulphur Engine was a university project in 2017-2018. For a full year, we worked on an engine with a demo game as proof, built by about 15 programmers. You can only imagine the chaos that ensued. My part of the engine was to create a working multiplayer API in C++, to be used in the demo. The API built for the engine was based on ENet, a “Reliable UDP networking library”. Near the end of the project, I also assisted in creating the game demo: Crocknite, a spin on the popular game Fortnite. You play as a crocodile: look for chests, open them to get fish, and grow as you eat. By doing this, you slowly consume the entire world. The goal is to be the biggest in the end.

Olympic Space Swim Team

Olympic Space Swim Team is a Global Game Jam 2018 game made with friends. In 48 hours we developed a local multiplayer game where you swim through space and reach the finish line on the other side. There is low friction due to being in space, so this becomes tricky. It becomes competitive the moment you start throwing objects at the other players to knock them off course. I programmed this game together with another programmer in Unity. We ended up second place on the best games list of our location. You can find the game here.

Boom Boom Mushroom

Boom Boom Mushroom is a Global Game Jam 2017 game made with friends. In 48 hours we developed a local multiplayer game where you need to knock the other players off the platform. You can jump to create shockwaves. The shockwave size is based on the number of mushrooms in your color. Mushrooms you hit with a shockwave or walk over turn into your color. But be aware, mushrooms can break and leave holes in the platform. I programmed this game together with another programmer in Unity. We ended up 4th place on the best games list of our location. You can find the game here.

Vi’king

Vi’king is a university project created in 2 weeks in 2017. The game is a local multiplayer game. The game has 2 different dimensions. One dimension holds the catcher; the other holds the remaining players. The catcher can jump between the dimensions to catch the other players. The other players can sabotage each other by stunning each other. In addition to the default game mode we created an infection game mode, where you all become the catchers, and a switch-a-roo game mode, where you switch positions with the catcher. I programmed this game together with another programmer in Unity. My tasks included the UI, the stun mechanic and the two extra game modes.

Deep Danger

Deep Danger is a mobile game created during an internship for my MBO studies in 2014. Together with an artist and a designer we teamed up to create a mobile game where you need to dive as deep as possible with your submarine. There is a progression system where you can buy upgrades for your submarine in the shop, using currency earned by playing. This game was developed in Unity and released on the Android Play Store.

Line of Fire

Line of Fire is a multiplayer shooter I worked on as a hobby project in 2013. I joined the project after it was well underway for 2 years. I created exploding barrels, ladders, and a fully functional forklift. The big challenge at the time was making it fully networked. This game was developed in Unity.