A Game Development Website
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Non-Project Specific Work

Non-Project Specific Work

The diverse nature of game development offers ample opportunities to explore different kinds of skill-sets and work. This has been something that throughout the last couple of years I took advantage of - or rather, have sought to provide myself with a varied skill-set to use during projects. This has required a degree of flexibility on my part, as well as the requirement to be able to learn quickly and effectively to use different pieces of software as needed.

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uNITY

I began learning Unity more thoroughly in 2020. Prior to this, my experience was more brief. Following numerous online courses - I began to expand my knowledge of C# and the Unity Engine.

After a few months of getting comfortable with the basics of C# - I began exploring more advanced C# scripting such as AI Behavioural Trees, Procedural Generation of maps, and tying together multiple game-systems in a manageable fashion. Whilst still very much an intermediate, I have gotten to a point where given enough time and effort, I can slowly break down a problem into more manageable parts. Eventually building the desired component or system.

My current desire is to improve the maintainability of my code, and ensure projects remain mantainable as they become larger and more complex.

Basic 3D Modelling Experience with Autodesk Maya and blender

As part of an introductory course in Unity 3D a number of years ago - I delved into 3D modelling. Although the course itself was not focused on 3D modelling - it had been something I had explored further as the course went by. It has been a fair while since I have worked with 3D Modelling in Maya specifically.

In 2022, I began exploring and experimenting with Blender; following some online resources and courses. Below are renders produced after following these courses.

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Programming and Coding

In 2016 - I started to get more interested in Programming and the topic of Software Architecture and clean code. I started to code using Game Maker Language in Game Maker Studio 2. Much of what I know of coding has been self-taught - as my undergraduate degree had little opportunities to learn coding skills. 

In 2017, I was an advanced intermediate in coding with GML. In 2020, I became more experienced with C# as I began to explore Unity and what it had to offer. My interests in software architecture and clean code lead me to numerous courses on Pluralsight, and to Robert C. Martin’s books - ‘Clean Architecture’ and ‘Clean Code.’ Whilst I do not have the immediate skills needed to put the principles I have learned into practice, I strive to help incorporate those learnings as much as I can, and re-visit them periodically.

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Pixel Art and Tiling

One of the first attempts that was taken to delve into creating graphical assets for projects was Pixel Art. More specifically - creating tile-sets, until eventually working on small characters, animation and UI elements. 

This was done with software such as Pyxel Edit, Graphics Gale and Aseprite. 

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Basic Audio Production and Editing

Audio - although one of my weakest areas - was an area that I explored through a short course on Audio Production at the University of Malta by producing a small soundtrack, and recording, and editing voice-overs for a group-project during the Masters of Science in Digital Games 'Game Development' study unit.

The soundtrack was created with the software Garage Band, whilst the voice-over recording and editing was done with Audacity.

The small soundtrack can be heard below.

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Game Design and Analysis

A few of the key questions when I conduct an analysis of a game is 'What did this add to the game?' or  'How was this useful in creating the experience that the game provides?'. Game Analysis as a skill - I have always felt was aimed at improving not only my understanding of games, but also my ability with designing games. Although I consider myself to be a novice designer, as I feel as yet I have a lot to learn - I have always felt analysis helped to improve the way I think, design and work on my projects. 

Much of my analysis work and research has often been aimed at finding out ways and understanding how different concepts improved, hindered, or were done the way they were - in relation to the development or design of a game. 

You can view some of my research work below;