Hi! I'm Jacob. I graduated from the University of Sussex with a First-Class Honours in Computer Science, and am now a Unity/Roblox developer at Playerthree Ltd.
Morpheus is a proof-of-concept top-down roguelike game, with procedural world generation. I created it to experiment with semi-authored level layouts inspired partly by Enter the Gungeon. It uses a grid system, into which authored rooms are placed procedurally using generic layout "flow" trees which define only the non-spatial connections between room types.
An untitled demo in which the player controls a rover. Inspired partly by ReDiscovery, the aim was to create a non-linear narrative exploration system, including a log system to keep track of information that the player has discovered. All visuals including models, textures, shaders etc. were created by me.
Wisp: Light the Way is an procedurally generated physics-based action/puzzle mobile game in which you control a wisp, and must fling yourself between light sources to move onward.
Being my first mobile game, it taught me a lot about the limitations of mobile devices and how to work around them.
Also technically being my first commercially released game, I learned about implementing advertisements and IAP, specifically in the context of Unity Ads and Google Play Store in-app purchases.
Playable on Itch.io!
Gradius Delta is a ground-up re-imagining of the classic arcade and home console game Gradius, with both original style levels and new front-facing perspective levels. I created it as my final year project, using an iterative user-centred design approach. The project was graded at 84%, and as such I received an award for a Top 5 Final Year Project.
Created for Wowie Jam 3.0 ("Failure is Progress") in 3 days. Collision Course is a hybrid first-person shooter/top-down spaceship game where the player switches
between two gameplay modes in order to successfully crash the ship and prevent it from being repaired.
Playable on Itch.io!
Created for Mini Jam 75 (Theme: "Wisdom", Limitation: "Weight as a mechanic") in 3 days. Making ReDiscovery allowed me to experiment with Unity terrain and wheel physics, and the persistent
items system provided me with a challenge. I learned a lot about serialization and some specific applications of static classes and variables in the context of Unity.
Playable on Itch.io!
Created For GMTK Game Jam 2020 ("Out of Control") in 2 days. Are You Sure You Can Handle That Drill? is a game in which you figure whether or not you can, infact, handle that drill.
Given the time constraints, and my own lack of time within them, AYSYCHTD taught me a lot about scoping, and how to deliver a finished core game on a tight schedule.
Playable on Itch.io!
A version of the board game Clue, created as a group project for the Software Engineering module. The module involved communication within a team to produce a final product. I was responsible for the low-level design documents and was the primary programmer, responsible for most of the game logic. My contribution to the project was graded at 85%.