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Christopher Howlett

Game Programmer

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Bachelor of Software Engineering - Year 3

The third year of Software Engineering featured a large team-based game production over the whole year, as well as writing two research capstone papers, creating a Game Engine Component and learning to use the PlayStation Vita API.

Colossus: Elements of Conflict

This game is created as our final 3rd year team project. We are a self-managed team of thirteen (seven programmers and six artists) who have been working on this for 28 weeks. This game is developed using C++ in Unreal Engine 4.

'Colossus: Elements of Conflict' is an online multiplayer third person action game where you play a village warrior defending it's home against an enemy village. These villages are situated on the backs of ancient lumbering colossi imbued with the elemental energy of the colossus' origin. Utilize this elemental energy to bolster your villager's combat prowess and maneuverability; glide, hack, slash and power jump to defeat your foes and secure safety for your village and colossus.

 

My responsibilities included:

  • Glider physics

  • Colossus movement and battle sequence

  • Bow and other projectile weaponry

  • Weapon racks

 

Check out our website: http://www.colossusgame.com for more information, as well as the other team members involved.

The following two assignments have been built into the same framework based on my personal DirectX 11 Deferred Renderer project. The level editor proved very useful in quickly modifying the scene for testing different parallel processing methods.

Game Engine Component: Level Editor

This Level Editor consists of two main components; the Editor and the CSceneHierarchy class.

The Editor is used to create, delete and manipulate objects, load the scene hierarchy from file and save the current hierarchy to file.

The CSceneHierarchy class provides users with a C++ interface which reads XML level files and stores the object data in a tree hierarchy of nodes. The output XML files and CSceneHierarchy interpreter contains all required information for the level to be imported into other frameworks, such as OpenGL or Ogre.

 

 

 

 

Download Level Editor

Download User Manual

Research Capstone: Parallel Processing

The purpose of this Capstone Project is to research various methods of designing a system for a parallel  processing  approach.  The images to the left represent the technical implementation of this research, using OpenCL and a multithreaded pool to process both Grass and A* Pathfinding.

 

 

 

 

 

 

Download Technical Implementation

Download Research Paper

 

Playstation Vita Development: Space Invaders

The aim of this assignment was to create a game for the Sony PlayStation Vita, using their SDK. We were given the choice of either creating Battle Ships or Space Invaders, our team chose Space Invaders.

 

For this project I was responsible for:

  • Rendering framework

  • Shader development

  • Particle systems

  • Shockwave pulse effect

  • Art asset creation

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