Hello, I'm Ethan! I'm a Game Developer and recent graduate from the University of Portsmouth.
I have years of experience in Unity and Unreal Engine, becoming proficient in programming in C++ and C#.
I've worked with project management tools such as Trello, Confluence and Jira to consolidate my
workflow and collaborate with ease.
I am an avid video game fanatic.
Growing up with various consoles and immersing myself in many different genres gives me a greater insight
into game design and how players interact with games.
Some of my personal favourite games that I have played include:
Final Fantasy XIV Online
NieR:Automata
Like A Dragon Gaiden
Sekiro: Shadows Die Twice
Team Fortress 2
Pikmin 4
Contact Me
Lumbar Puncture Simulation
During my final year of university, a team of students including myself, had the opportuinty to work with Fundalmental VR to test out the accessiblity and usability of their Software Development Kit (VR SDK). To do this, we were assigned with the task to create a detailed Virtual Reality simulation of a Lumbar Puncture Procedure, based upon a detailed brief by our client. Along with VR, we were granted the use of Haptic Arm technologies to provide more precision and feeling. For example: a needle penetrating different layers of skin.
To work with the SDK, we utilised Unity along with Github as our source control. As our time to work on VR was limit due to restrictions, the use Jira and Trello was vital in order to organise tasks, check progress and collaborate during key tasks. Alongside this, we utilised Confluence for detailed note taking and tracking of the progress and communicate methods developed over the project.
For this project, I was assigned to be the lead programmer along with futher responsibilites. This included updating programming related documentation, establishing and maintaining the source control to prevent conflicts. In addition, organising development sessions with assigned goals well as updating producers of our current progress, setbacks and projections for the future.
Client:
Fundamental VR
Date:
October 2023
Catagory:
Simulation | VR
Sounds Like Rain
During my time at University, I took a year out to work with a startup company, Kreek Interactive to developed a project under the name: Sounds Like Rain. This game was developed over the course of the year, leading to a completed demo project at the end of the project. This demo was showcased across events such as Game Dev London Expo (GDLX) and W.A.S.D to great reception.
Developed in Unreal Engine 5 to allow for our artists to utilise their experimental shader that originally inspired the idea of this project. As this was a larger project, with our team mostly workign remotely with many opportunities of collaboration, we utilised Jira along side Trello to organised tasks and reponsibilities whilst establishing milestones over the year of development.
My responsibilites for this project revolved around player interaction and general control gameplay. The main feature being a robust weapons system to monitor and switch between different weapon. Other responsibilites includes system UI elements such as settings, featuring audio settings and dynamic keybind changing.
Date:
October 2022
Catagory:
Group Game | Personal Project
Titled Dog Game
Titled Dog Game is a game created for the GJL Game Parade Fall 2021 game jam. Same as the GJL Game Parade in the summer, when we created Day of The Swimming Dead, we were given two week to produce our game. The first for design and development and the second for polishing and fine tuning. The theme of the jam this time was Leave Something Behind.
As this took place not long after the previous team, our team decided to stick with Unreal Engine 4 for development to futher learning and understanding. We used Source Tree along with GitHub to better visualise and manage game versions within our source control. Trello was used to collaborate effciently.
My involvement with the game revolved around character movement and interactions, such as movement, pulling and pushing objects, puzzle mechanics and a bark feature. In addition, I was also responsible for creating the majority of UI elements to guide the player through the game and allow them to alter settings. I also worked alongside artists to righ models to player character to ensure actions and animations corresponded to each other.
Game Jam:
GJL Game Parade Fall 2021
Date:
November 2021
Catagory:
Group Game
Day Of The Swimming Dead
Day of the Living Dead is a game created for the GJL Game Parade Summer 2021 game jam. We were given two weeks for the game, the first for designing and developing and the second was for polishing and fine tuning. The theme of the jam was One Time Use.
For this game, our team opted to use Unreal Engine 4 for our game engine. This provided us with a learning experience as no one on the team had used this engine prior to this game jam. We used GitHub as our choice of source control and Trello to manage the workload between the team.
My responsiblities as a programmer involved developing various gameplay features surrounding the player character such as movement, aiming and creating the One Time Use weapons. Throughout the project I would also assist the programmers with developing the logic behind the gameplay loop and providing guidance with issues or problems when they arised. Finally, I worked alongside the artists to rig the models to work with certain features as well as integrating world related gameplay features to suit the environement.
Game Jam:
GJL Game Parade Summer 2021
Date:
July 2021
Catagory:
Group Game
Submariner Project
The Submariner Project was a joint collaboration project between the Royal Navy and the University of Portsmouth.The goal of the simulation is to traverse the sea in the submarine and identify a specific vessle. This would then later be showcased at Navy recruitment events to drive to increase interest.
Our clients wished for the project to be developed within Unity as teams who previously tackled this project also did the same. This project was my introduction to using source control,that being GitHub.
As our team primarily consisted of programmers, my responsiblites were spread around different aspects of the project. This included looking into realistic world generation using Terragen 4, making colourblind agnostic game UI, and developing particle effects.
Towards the end of the project, as some of the main features were unfinished, team focus shifted towards these, leading me to fix and implement the boat AI and the main menu UI.