top of page
Banner.jpg

Solo Projects

Player Modelling Companion AI

Dissertation | Game Engine - Unity | 2022-2023

In my dissertation, I created an companion AI that uses player modelling techniques to adapt to player actions and respond with synergistic behaviour to better collaborate with them.

Turn Based Combat System

Year 2 College Project | Game Engine - Unreal Engine 4 | 2019

In my first programming project, I created a 2 player turn based game, modelled after TTRPG games. Players can take turns moving a character and casting spells.

​

In this project, I used the visual scripting blueprints in the Unreal Engine.

TTRPG CONTROLLER

Year 1 University Project - COMP140 | Tools - Unity and Arduino | 2021

This controller aims to mimic game experiences from Table Top Role-Playing Games (TTRPGs) such as Dungeons & Dragons. The player will take turns moving their pieces on a physical boards, which will then move their pieces in a digital game. The player and an enemy AI will then take turns moving their pieces and casting spells until one of the teams have been defeated.

0224c3120021117.60a97345ab431.jpg
42597a120021117.60a973467126d.png
202c9f120021117.60a9734671986.jpeg
14448a120021117.60a973463b1bb.jpeg
cace3f120021117.60a970ec85ffe.jpg
fdd38b120021117.60a96ebe567f8.jpg
abc823120021117.60a96ebe56136.jpg
9a3678120021117.60a96ebe1c373.jpg
8f8704120021117.60a96ebe1bec0.jpg

Visual Effects Programming

Year 2 University Project - COMP270 | Game Engine - Unity | 2021

In this project, I developed two visual effects using custom shaders and procedural mesh elements.

 

The first effect was a cartoon water effect that generates vertices and layers multiple sine waves to adjust the height of each vertex, which create a wave effect. The height of each vertex is also used to make small adjustments to the shader to provide a basic reflection effect, where the highest waves appear to have a brighter sheen than the lowest ones. There are other shaders layered over this colour adjustment that add an edge glow (composed of intersection glow and fresnel effect subgraphs) a foam effect and a foam effect, which makes a frothy effect on the surface and adds sparkles via a specs subgraph. There are public properties on the graphs that allow for changes, which I used to develop other liquid effects, such as lava and mud. This custom shader was used in our group project Corruption of Arcana.

​

The second effect was a sword trail, that generates vertices and adjusts their position using a quadratic lerp function that generates a smooth curve behind the sword upon which the trail mesh is generated. There are shaders that make an uneven colouring and add specs along the sword trail and a tiling effect, which alters the opacity of the trail.

water 1
sword trail
mud
water 2
lava

ARTWORK

Personal Projects

Alongside programming, I also practice traditional and digital art, which you can find on my ArtStation page

©2022 by Andrew Scott. Proudly created with Wix.com

bottom of page