Into the Dead


Into the Dead
Platforms: IOS, Android
Publisher: PikPok
Year: 2013
Role: Programmer

I worked as a generalist programmer for the hugely successful Into the Dead game.

This game currently has more than 12 million downloads on IOS and Android.

The features I developed for this game include a dog companion AI and explosive barrels! The dog companion roams in front of the player attacking zombies in your path. The explosive barrels can be used to clear groups of zombies in a single, fiery shot.



OREO: Twist Lick Dunk

Oreo: Twist lick Dunk
Platforms: IOS, Android
Publisher: PikPok
Year: 2012
Role: Programmer

OREO: Twist Lick Dunk was my first published title as a professional game developer.
My role was as a game play programmer, responsible for such things as spawning algorithms, swipe behaviour, and all core gameplay elements.

The game has an average rating of 4.5 out of 5 on IOS and Google Play stores.

The number of downloads is upward of 2 million.




Giraffic Park – February 2012 – July 2012

I ran a development log for this project here

Giraffic park is my last project for the Game Development course at Media Design School.
The team consists of 7 programmers along with 7 artists and spans over 4 months, concluding in July 2012. We are building Giraffic Park using Havok’s Vision engine along with Havok physics middleware.

My role on the team is lead designer and programmer. This makes me responsible for maintaining the vision for the game design, making final gameplay decisions and contributing to the code base. I was also responsible for the first pitch and game design.

The purpose of Giraffic Park was to create a distinctive product that distinguishes our team in the massive video game market. The game is constructed as a vertical slice, showcasing all the games features in a short display. The reason for this is the time limitation of only 4 months development.

Giraffic park is a 3D platformer that tells the story of Turnip, a young child who is equipped with giraffe necks for hands. Turnip is stranded on a remote island and must fight his way home through a gauntlet of eccentric enemies and hazards.

Concept for turnip Concept art for Turnip by Bronson Bradley

More details about this project can be found in my development log here

Critters – January 2012

10 people (6 programmers, 4 artists)
4 Weeks
My Role: Programmer

Critters is a battle simulation game where the player chooses creatures to breed, then battles with their offspring.
A genetic algorithm is used to calculate the genetic variation between generations, allowing for growth of a players creatures based on what ones they choose to breed.

Critters was built in the Panda 3D engine using C++. Additionally, the user interface was built using Awesomium UI middleware which was written in Javascript and linked via C++ callback functions.

My role on this project included implementing a user interface in Javascript and HTML which was overlayed over the game window using Awesomium middleware.
I taught myself how to code in javascript over the 4 weeks production. This was not a huge challenge as I am already proficient in C++.

Main Menu of Critters
The user interface for Critters was created in HTML and Javascript. It was essentially a webpage that sat on top of the game window.

Screenshot of Critters
Creatures are bred in this menu screen. Statistics and shown of the selected creatures. The user has to select which creatures to send to the breeding pen.

Battle sequence in Critters
This is the battle sequence in Critters. It is an automated event, pitting AI against AI. The users influence is limited to picking which creatures to send in to fight.

Planet Smash – December 2011

Planet Smash
7 people (4 programmers, 3 artists)
4 weeks
My role: Project Lead

Planet Smash is a top down arcade shooter with intense physics based gameplay. The player can push asteroids around, and even grapple them with a gravity gun. The aim of the game is to throw asteroids at planets and destroy them while simultaneously surviving the enemy onslaught.

Planet Smash was written in C++ using the GDE Engine(Game Development Engine), an in house engine developed by students at Media Design School. Nvidia PhysX physics middleware was also used.

My role on the team included scheduling the entire teams tasks for production.
I created the menu system code and helped the art team construct the user interface. I also coded a great deal of the gameplay, from level construction to enemy spawning and AI behaviour.

Menu for Planet Smash
The menu for planet smash scrolled between screens by interpolating between two images.

Gameplay of Planet Smash
Level Creation in Planet smash was procedural allowing an infinite number of unique levels to be created. Planets were placed in orbit around a sun, with asteroid belts placed intermittently around them.

The player has to destroy all the planets to win the level
Navigation through the asteroid fields

Download Planet Smash here

Avant Garden – May 2011

Avant Garden
1 Programmer – 2 weeks

Avant Garden is a 2D simple RTS, where the player has to control all flower points to win the game. There is only one unit and the game moves very slow, which means planning and critical thinking are key to victory.

Avant Garden was written in C++ using the GDE Engine(Game Development Engine), an in house engine developed by students at Media Design School.

I was the sole programmer for this project, creating all aspects by myself. I wrote simple AI for the enemy which dictated when they should attack flowers, what flowers to attack and where to send troops.

Menu for Avant Garden
The main menu for Avant Garden

Gameplay of Avant Garden
Avant Garden gameplay screenshot. The human player is the green colour.

Cygni – December 2010

9 programmers – 6 weeks
My role: Lead Designer

Cygni was the final game project for IGMay10, my interactive gaming class at Media Design School. Cygni was written in C++ using our own engine developed during production. The only outside middleware used was FMOD audio.
We chose to create a 3D space shooter with an emphasis on fleet battles.

My role on the team included writing game design documentation for preproduction, coding and designing interface and HUD, and working with other team members to develop gameplay mechanics such as a time delay and a special super-weapon called the singularity cannon.

Main Menu of Cygni
This is the main menu for the game. I was responsible for coding and designing the interface for Cygni.

Screenshot of Cygni
A screenshot of the game. I created the HUD, including targeting reticles and health/ammo displays.

Fleet combat in Cygni
This shows a fleet battle taking place in the game.

You can now download Cygni here