J Brown / DrMelon

Game development is delicious!

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  • Devlog
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  • Who Am I?

Prison Architect: Mobile

This was a project I worked on short-term at Tag Games, between developing internal prototypes & technologies and…

  • Prison Architect: Mobile

Ballarina

This was my first full-length project as a professional working in the games industry, at Tag…

  • Ballarina

Real-Time Physics-Based Destruction with Scalar Field Terrains (Honours, 2016)

Skills Practiced: C++, GLSL, Procedural Generation, Software Engineering, Voxel/Scalar Fields, Geometry Shaders, Fragment Shaders, Raytracing, Physics Engine…

  • Real-Time Physics-Based Destruction with Scalar Field Terrains (Honours, 2016)

Skyview: Arcade Edition (2015)

Skills Practiced: Lua Scripting, Game Design, Audio Production Frameworks / Tools / Engines Used:  Garry’s Mod Project Duration:…

  • Skyview: Arcade Edition (2015)

Space Questionmark (2015)

Skills Practiced: C#, GLSL Frameworks / Tools / Engines Used:  Otter2D Framework Project Duration: 18 Hours Project Type: Game Jam…

  • Space Questionmark (2015)

Ultimate Discord: Infinity (2015)

Skills Practiced: C#, Game Design Frameworks / Tools / Engines Used:  Otter2D Project Duration: 5 Hours Project Type: Just For…

  • Ultimate Discord: Infinity (2015)

Tragic Magic (2015)

Skills Practiced: C#, Unity3D, Motion Controller Programming, Physical Arcade Cabinet Building Frameworks / Tools / Engines Used: …

  • Tragic Magic (2015)

Procedurally Generated Volumetric Planets (2015)

Skills Practiced:  C++, HLSL, Graphics Programming, Procedural Generation, Volumetric Terrain Frameworks / Tools / Engines Used:  DirectX, RasterTek…

  • Procedurally Generated Volumetric Planets (2015)

Interplanetary (2015)

Skills Practiced: C#, Unity3D, Arduino Microcontroller Programming Frameworks / Tools / Engines Used:  Unity3D, Arduino Microcontroller Project Duration: Jam Version:…

  • Interplanetary (2015)

Geometry Shader Splines & Postprocessing (2014)

Skills Practiced: C++, GLSL, Fragment Shader Programming, Geometry Shader Programming, Vertex Shader Programming Frameworks / Tools /…

  • Geometry Shader Splines & Postprocessing (2014)

Dad Simulator (2014)

Skills Practiced: C#, Unity3D, Motion Controller Programming Frameworks / Tools / Engines Used:  Leap Motion Controller SDK,…

  • Dad Simulator (2014)

Multithreaded Raytracer (2014)

Skills Practiced: C++, Multithreading, Parallel Processing, Raytracing Frameworks / Tools / Engines Used:  SFML Project Duration: 3 Weeks Project…

  • Multithreaded Raytracer (2014)
  • CV
  • Devlog
  • Projects
  • Who Am I?

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