
Coding Experimentation
A collection of various coding experiments.
While my work portfolio is mostly art based, I have a passion for computers and how they work. I dream of becoming a programmer, and plan to merge my artistic skill and programming knowledge to create really cool things.
Table of Contents:
Fluid Simulator on the Raspberry Pi.
Do you like pointers? Me neither.
This project was a personal passion project that was inspired by Sebastian Lague’s Coding Adventures series. After coming out of a System’s Programming class, I wanted to continue using my Raspberry Pi for coding, so I decided to make a Fluid Sim using C.
I used this as an opportunity to strengthen my knowledge on pointers, data structures, linked lists, and simulating physics.
I plan to refine this more but for now, I’d say it was a success.
REGIME Studios
All of my games are created under my studio, REGIME Studios.
Currently, it is just me and a dream. In the far future, I hope to establish it as a fully fledged indie game studio that supports people who are passionate about making kick-ass games.
Unreal Engine:
Made in Unreal Engine 5.4
A simple damage indicator for a game my class is making. There was a bit of inconsistencies with where the player was taking damage from with ranged enemies, so I added this in quickly.
Damage Indicator UI:
Made in Unreal Engine 5.2
This game was my first real project I undertook for game design. It was a crash course in all things game design, from variables to game states. It was coded with UE Blueprints, which made it very easy to grasp on to with my experience from Blender’s node system. This project took a lot longer than I had anticipated, but I used it as a great learning experience. I had friends and family playtest it, and it helped me work out many bugs and ammo economy tuning.
This project uses store-bought assets.
Infected:
Unity:
Made in Unity.
This project was the final for my introduction to game design class in the fall of 2023. The project was completely coded from the ground up, with animations and everything. Given the time crunch, especially with 5 other finals for other classes, I am very satisfied with the final product. This project taught me how to communicate with other scripts, create a game mode script, as well as use line trace and ray casting functions. All of the movement, including camera movement, was coded by me.