About me:
I recently graduated from the University of Central Lancashire with a 2:1 Master of Computing in Computer Games Development with Honours. I am an ambitious and detail-oriented game developer with a passion for creating engaging and immersive gaming experiences. Proficient in C++ programming, with four years of experience using Unreal Engine through academic and personal projects. I also have a solid understanding of the DirectX11 API, which I utilised to develop a graphics-focused master's project. Eager to collaborate with a creative team and further develop my skills as a professional in the games industry.
All projects shown are available on Attached Github Page
DirectX11 - Procedural Terrain Generator
- Summary: Developed a graphics engine to procedurally generate terrains using heightmap algorithms and dynamic lighting. Focused on creating realistic and optimized landscapes for real-time rendering.
- Role: Designed and implemented terrain generation algorithms, developed the rendering pipeline using DirectX11, and incorporated dynamic lighting and shading techniques.
- Technologies: C++, DirectX11, Visual Studio
- https://github.com/ConnorMPage/CMPageMastersProject2.0
Unreal 4 - Procedural Dungeon Generator
- Summary: Created a system for procedural dungeon generation as part of a gameplay programming project in Unreal Engine.
- Role: Designed algorithms for random dungeon layouts, and implemented gameplay features like player progression and dynamic enemy spawns.
- Technologies: Unreal Engine, C++, Blueprint Scripting.
- Challenges: Ensured dungeon layouts were balanced and free of inaccessible areas through iterative testing and refinement.
- Outcome: Developed a robust and reusable dungeon generation system that contributed to a playable and engaging prototype.
- https://github.com/ConnorMPage/CMPage_Project
Unreal 5 - Demesne - Team Project
- Summary: To Create a single player strategy game based in medieval times, using the unreal 5 engine.
- Team Project: 3 members in the team
- Role: my responsibilities on this project was to create a procedurally generated hexagon tile based map and to create the player tutorial system. the hexagon grid uses Perlin noise to offset the Z position of each tile to create a terrain, the grids coordinates is used in all combat and movement systems, the buildings and trees are also spawned using the same system. the tutorial system provides the player a set of tasks to complete to learn how the game works.
- Technologies: Unreal Engine, C++, Blueprint Scripting.
- Challenges: creating systems that interact with the systems I was not responsible for.
- Outcome: a working game prototype was produced.
- https://github.com/Dumbledalfadore/Demesne
Unreal 5 - Flamethrower Firefight
- Summary: Created a game demo where the player fights enemies with a flame thrower.
- Role: designed core gameplay systems, Enemy AI and dynamic enemy spawns. created a fire system that damages enemies from the flamethrower.
- Technologies: Unreal Engine, C++, Blueprint Scripting.
- https://github.com/ConnorMPage/GameInAMonth
Unreal 5 - Speed Runner
- Summary: Created a game demo where players must complete an obstacle course.
- Role: designed obstacle course levels, created movement mechanics like forward bursts, wall climbing. created lives system, time manipulation system and coin collecting system.
- Technologies: Unreal Engine, C++, Blueprint Scripting.
- https://github.com/ConnorMPage/GameInAWeek