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K'sPortfolio



Pen & Sword is a Shoot 'em up / Tower Defence hybrid created in collaboration with Graphite Games (A university built team consisting of artist, designers and programmers).
Built on the request of our client - Spilt Milk Studios. The theme was:
'Many enemies'
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I was specifically in charge of developing the turrets, including the different types of towers & bullets, the placement system & upgrades, and the UI shop menu while also being the communication point for the condition of the game and any version control. Towards the end of the project (and somewhat throughout), my priorities switched to helping the other programmers with bug fixing, and helping the non-programmers with integrating their work into the game, either through version control or adding back-end functionality to their ideas.
Top-Down
Tower Defence
Collaboration
Uni project
Unity / C#



We Bowling
Personal
Sports
UE5 / C++
A project to help brush up on Unreal Engine, focusing on on the physics aspects surrounding the bowling ball and the pins. Implementation was done entirely within Visual Studio 22, focusing on using C++ rather than blueprints.
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Looks towards the simulation of the bowling ball such as its spin and lack of friction towards the bowling lane.​
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Factors the orientation of the bowling pins to determine if they're knocked over, and shouldn't be replaced next half, or if their simply displaced. Uses the (awful) scoring system from actual bowling, UI not implemented yet.


Horror
Investigation
Personal
Unity / C#
Bios is a personal project that I'm using both as a practice for Unity, and as an study on horror. As a programmer, my art isn't my strongest suit yet I wanted to make a game that didn't involve any outside assets. To do this, I've decided to look towards one question:
How do games (and other media) implement horror aspects that aren't visuals?
Bios focuses on the use of sound and enemy AI to create a realistic and scary horror monster, without the need of detailed visuals. Based off the hit horror / investigation game Phasmaphobia.



Sports
Uni Project
Honours
UE5 / C++
When subjected to the Magnus Effect, how influential are the differences in a football’s geometry -specifically surface texture, panel layout and seam depth – in determining the trajectory of a spinning ball in motion?
A study on the Magnus Effect using realistic aerodynamics simulated within Unreal Engine. Using the properties of multiple FIFA-approved footballs in order to create a realistic free-kick scenario that will allow the simulation of football scenarios without the need for physically creating the ball or requiring a professional player to kick it.
Set to complete May 2026...



I'm K!
I'm a Computer Games Applications Development student in my 4th year at Abertay. I'm constantly working on projects ideas and have gained a strong interest in developing Physics systems and creating different behaviour in enemy AI.
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I'm a big fan of horror, from movies to book to games and spend a lot of my free time playing, watching and discussing them with friends!
Skills:
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C++ / C#
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Python 2.7/3.11
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Unreal Engine
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Unity
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SFML
Specialities:
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​Physics
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AI
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Audio (in development)










