GAMES
Game Programming is one of my hobbies. I love learning new things and keep leveraging my skills on a regular basis. I also love drawing!




Unreal Engine 4 - C++ [Code]
Light Souls is a third-person action game (souls-like) that I made based on a Udemy course. I learned to work with a huge amount of tools in Unreal Engine 4. I learned to work with many different types of classes in UE, especially the Actor, Pawn and Character classes. I learned about the implementation of a proper camera controller that limits the view of the player to proper margins, animation blueprints, sockets and weapons attachment to the main character, blendspaces, animation montages, basic AI movement and interpolation and a lot more gameplay mechanics and combat features! Amongst the different features implemented in the game are a floor switch, an enemy spawn volume, floating platforms to jump on, pickups and even weapon trails! Since everything was coded in C++, I learned multiple new tools such us macros, uproperties, timelines, casting and more! Finally, the game consists of two levels where the level switch system was implemented as well.
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The game is made with free assets from the Epic Games store except for the main character, which I bought it from Dary Palasky.
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I am currently adding more features, re-structuring and refactoring the code.




Unity - C# [Code]
Foxie Roxie is a 2D Platformer game I made with free assets by using Unity. I love the Pixel Art from Luis Zuno (Ansimuz) and decided to promote it by making my own game. For this game, I learned even more concepts and tools in Unity, such as Sprites, Tilesets, Animations, State Machines, IEnumerators, simple Physics programming, parenting, UI, Cinemachine system, etc., and I am currently working on using more, such as Scriptable Objects, Coroutines, adding an inventory system, Script Optimization and more!
As I said, even though a lot of people has used this pack of assets to make tutorials and simple single-level games, I am a big fan of the artist who makes them and I am fully committed to make an entire game out of those assets by including more art, features, levels and a story.




Unreal Engine 4 - Blueprints
Sir Jumpy is a 3D platformer game. It was the first game I made with Unreal Engine by using Blueprints based on a Udemy course. I learned a considerable amount of concepts and tools to be able to make a game by just using visual scripting. The experience making this game was pretty similar to the Light Souls game, but this time I learned more on how to use the Unreal Engine tools available in the interface rather than having to code them in C++. I am not a big fan of visual scripting since I feel I can have more control of the different subsystems via code, but I agree that blueprints are a wonderful tool to have since they help to prototype ideas even faster, depending on the game, of course.
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The game is made with the assets that came with the course, which I assume are made by the instructor himself.
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My plan on this project is to make and use my own 3D assets and add more features, levels and a story.




Unity - C# [Code]
This was the first game I made in Unity based on a series of courses in Udemy. During that series I learned a ton of concepts and tools that some of them were used in this game and other ones were used in other games I made, such as learning to work with world units, rigidbodies and colliders, physic materials, collisions and triggers, clamping values of vectors, unity events system, prefabs, play sounds, play with the UI and add a score for the player, create different levels and load them and even a super simple autoplay mode used for debugging. There are a ton of these types of games and I really like them since the limit in making different levels is up to one's imagination.
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The game was made with the assets that came with the course, which I assume were created by the instructor(s) himself(themselves).
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However, my time is very limited these days and I am not currently working in expanding this version of the game.




Unity - C# [Code]
Everywhere at The End of Time was a class project in the Game Design & Analysis course during my Master's studies. It is a narrative puzzle, social and educational game that aims to convey the experience of an Alzheimer’s patient, which can be both educational of the symptoms and assistive in developing empathy towards the patient and caregivers. As the game progresses, the player might end up feeling frustrated due to the fact that some puzzles have no solutions. This frustration is intended to serve as a way to empathize with a patient that suffers from Alzheimer.
This project was very interesting from the programming perspective since it was a new challenge for me and never programmed this typical "memory-card" game. It was surprisingly challenging to be able to code clicking on a card and flip it, storing it's ID, clicking on a different card and flip it and see if they match or not while at the same time forbidding the player to click on and flip a third card. Finally, if the cards match, the story behind the pair had to be prompted to the screen. Everything sounds simple, but it wasn't.
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The game and assets were designed in collaboration with a classmate and friend of mine, Ghada Alsebayel. The current version of the game is a prototype and the final version of the game is currently under development.