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GAME PROGRAMMER PORTFOLIO

EWAN SQUIRE

I am a Graduate of Newcastle Universities MComp game engineering course, graduated 2024. I am passionate about software development and am looking for an entry-level job to start my career.

MY PORTFOLIO

01

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I built a renderer in visual studio using C++ and Open GL and used it to render two space scenes, one from the planet surface and one from space. The renderer is capable of creating lit scenes using the Phong illumination model. Additionally it is capable of using frame buffer objects to perform both post processing, in the form of a a two pass Gaussian blur, and shadow mapping to create a realistic environment. 

02

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Was given an incomplete code base for a game engine and implemented additional features such as collision detection, OBB vs sphere, OBB vs OBB, and OBB vs AABB, and collision resolution as well as implementing networking allowing for two users to play against each other on a PVP map. Also state machines to make AI track and chase the player through a maze and pushdown automata to create a simple menu system.

03

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My third year dissertation topic was to create a procedural terrain generator using Perlin noise in unity with C#. I based the height map generation on Minecraft's where they layer multiple different height maps with different features to help create terrain that is varied in height and shape. Additionally shaders were used to texture the environment and help make the terrains contents  varied.

04

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Was tasked with making a game using our previous codebase in the Advanced Gaming Technologies coursework with a team of 9 people. We had to implement many of the basic features that most game engines provide for you from scratch and on top of that we had to create some sort of level creator and importer.

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Additionally we were also tasked with using the PS5 SDK and development kits to port our game so it could run on PC and PS5.

05

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My topic for my final MComp dissertation in my fourth year at Newcastle university. I researched and implemented methods used for creating and supporting soft bodies in a game engine.

I created this coursework using the previous 'Advanced Gaming Technologies' coursework and was implemented using C++ with OpenGL used for rendering.

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