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Graduate Game Developer

Charlie Booth

I am a Sheffield based Graduate Games Programmer, with a 1st Class Honours degree in Computer Games Technology from Manchester Metropolitan University

MY PORTFOLIO

01

Turn Based Strategy Game

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Solo Project: University Dissertation Piece

Battle Decks is a Turn based strategy game in which the player controls a group of units with gameplay affected by a deck of cards. This was created over the course of 3 months. During this project I worked with scriptable objects for items that the player can buy for characters, along with the creation of new characters and cards, along with creating A* and BFS pathing algorithms that both the enemy AI can use and the player. My dissertation focused on the creation of a turn based strategy game and the mechanics behind it, so a majority of assets used within the project are found from free online sources. The game used managers to keep track of the stats and current state of the game, while also using scriptable objects to keep track of saved data between scenes. This project was the culmination of all I had learned throughout university, taking what i have learned from working in a team and also being a solo developer and is my best solo work to date. I love this project and I am excited to work on it in the future.

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02

Rogue Lite Game

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Secondary Programmer: University Project

Rogue Mind is a top down Rogue-Lite Game that takes place within the protagonists mind. The player must make their way through the dungeon rooms while taking "supplements" which grant them special abilities. This project was completed over a course of 6 weeks and consisted of a team of 4 people. It is intended to be a demo of what would be a further developed game. On this project I worked as a secondary programmer and my main focus was the procedural generation found within the game, i had to make sure the rooms all spawned correctly and the random objects within them ( such as rocks) didn't cause any issues with the generation, I then also had to work on making special rooms appear and that they did not spawn on top of one another. I was also responsible for working on a lot of enemy bug fixes and balancing within the game.

03

Arcade Game

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Lead Programmer: University Project

This game was made for the Weekly Game Jam 197 over the course of a week by a team of 4 people. It is an arcade style driving game, where the player must deliver pizzas from one location to another. For this project I was the lead programmer and had a secondary programmer working under me. I worked on the ai pathing and the movement of the car making it feel as if it had weight along with the arcade style movement. I also worked on the spawning of objects within the world and the general game feel (adding screen shake when crashing etc.) During this time we had been working on a game jam a week for about 4 weeks and I took what i had learned from this time to create a well rounded and simple game, with complex features working in the background. 

04

Bullet Hell

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Lead Programmer:  University Project

Prism is a bullet hell game where the player must collect points by avoiding shapes of a different colour, while simultaneously going through shapes of the same colour to survive as long as possible. This was submitted for the "Speedy Game Jam #1" I was the lead programmer on this project, I was in charge of a majority of the work that went into this game. Working on the motion of the cube, the changing of corresponding colours, the near miss and points system, the increasing speed and the random spawning of shapes. This game won the game jam it was entered into as well! 

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05

Development

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Solo Project: University Project

This is a university based project that is based on  the popular game SNKRX, the object of the project was to create the snake based movement found within the game  and then further add to the project by picking a specified design specification. I went with the enemy spawning specification, where I decided to make enemies spawn from scriptable objects and would die within an object pool. This meant that any enemy that spawned within the world could derive from one enemy type and would all spawn within the same object pool. It is not the most effective for a designer to go in and change to add a new enemy type, however it only requires a few lines of code to change. The result means that the game runs a lot smoother and isn't as demanding on the CPU.

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