phone (353) 86-1942804
email parrotbait@gmail.com
alt email eddie@edmundlong.com

Portfolio

To date I have made or helped make five games and am in the process of making another.

My first game was called Revelations.


Revelations

Revelations is a religious first person shooter game made for the XBox with another student, Niall Cusack. The goal of the game was to save the City of David in Jerusalem from demons sent to destroy the Temple Mount. The gamer plays as St Michael, who can fire lightning bolts from his hands. It was developed using RenderWare Graphics 3.7 API which is a state of the art graphics api using C. The project used RenderWare along with the XDK on a chipped XBox to make use of the hardware features of the XBox. The game was programmed entirely by myself with the art being provided by Niall. The game features AI techniques such as pathfinding and simple FSMs for enemy decision making. The game also used Potentially Visible Sets (PVS), particle effects, collision detection and response and animation using bone and skinned models.

Unfortunately we don't have any in-game action screen shots from Revelations but he is a screen-shot taken from 3DS Max which shows up what the level looked like

Rac'em

Rac'em is a 3D Futuristic Racing Game created using DirectX and C++. The player races against two other AI controlled flying crafts around a barren racetrack. Speed, health and rocket pickups can be collected as the race progresses to aid the drivers. The AI follow pre-defined racelines, collect pickups and fire rockets at each other to gain advantage in the race. This was my first DirectX project and demonstrates such features such as DirectX Effects, DirectInput support, 3D sound and music, particle effects for explosions and thrusters, 2D HUD and menuing system, picking, basic planar shadows, collision detection and response and rigid body dynamics.Click here to see a video of the game.

Below is a screen shot of Rac'em which shows off some in-game action.More images are available in the gallery here

Blok Wars

Blok Wars is a Lego-based RTS game developed that I helped develop along with five other students at Abertay. It was developed using Ogre3D's engine over a period of 6 months. I created the core AI components: the group and master AI elements which control the strategy and construction managers of the AI opponent. Programmed the influence map used by the Master AI to direct groups of units and reason on current strategy. Created the pathfinding nodes used by A* and implemented the unit and building construction logic used by both the player and the AI. I also worked on the  selection, health bar for units and the HUD used by the player. Click here to read the post-mortem for the game as hosted by GameCareerGuide.com

Below is a snippet of some action from Blok Wars.

Spaced out

Spaced out is a 2D spaceship landing simulator created using DirectX and C++. The goal of the simulation was to test out some classical AI techniques and how they can be used in a practical game situation. The spaceship can be landed by the player or by Fuzzy Logic or Genetic Algorithms. The parameters for the genetic algorithms such as the population size, the mutation rate, the crossover type(multipoint or single point) and rate, the selection type(Roulette or Tournament selection) and the selection rate. 

Here is a screen shot from Spaced out.

Helicopter

Helicopter is a game developed for the PS2 inspired by the popular flash online game also called Helicopter. While the flash game is in 2D I decided to make a 3D version of the game developed using the Linux Development Kit for the PS2. The game itself like the original is very simple and just provides a series of changing obstacles for the player to hover in-between. The player uses the X button to move up(gravity takes it down again) and the analog stick to move left or right. If the player crashes into a wall or block they have to start again and try to beat their previous high-score.

Below is a screen-grab from the PS2 game, Helicopter.

Master's game

For my Master's I am creating a 2D version of Unreal Tournament's Double Domination(possibly other game modes time allowing) where I will test two AI techniques against one another. I will be testing my own Goal Oriented Action Planning(GOAP) against FSMs. I will develop both the AI techniques which can have squad behaviour turned on and off. The two techniques will be evaluated against one another in various ways: extendability, flexibility, results from being pitted against one another, unexpected new behaviour and ease of development and unexpected issues encountered. 

Its not pretty but below is what I have so far for my UT2004 simulation.