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01

GAME ENGINE ARCHITECTURE

DecoratorProdPic.JPG

A simple "game" using the decorator game design pattern. Pressing certain keys displayed, brings up a gun and the certain parts of the gun for which key is pressed. You can restart and start over. For this game I got to understand the fundamental concepts behind the decorator pattern. From the tutorial I added in assets and used different scripts to achieve what was wanted.

02

GAME ENGINE ARCHITECTURE

SpatialPartSnap.PNG

A simple spawning system showcasing from the click of a button the spatial partition that can save your frames unlike any other. This production uses the spatial partition pattern and it uses it by storing each set of objects into a spatial data structure which then leads to efficiently query for objects at or near a location. From the tutorial I added some colorful spheres and made the spatial partition in 3D.

03

GAME ENGINE ARCHITECTURE

MidnightRider_edited.jpg

A classic arcade game that utilizes the observer and command pattern. Within the game after the first try, there is a replay feature that will replay the first turn you just played. To add on, there is also text that displays whenever you get far enough into the level which is the observer pattern. The example for this was Brackey's "How to Make a Video Game" and I put in my own assets as well as including those patterns and scripts.

04

GAME ENGINE ARCHITECTURE

FiniteStateMachine.PNG

A simple game that switches between states using the singleton and state patterns. Using the patterns it allowed to switch for the cube to go into different states with the press of a button on the keyboard. From the tutorial I added more and different states. 

05

GAME ENGINE ARCHITECTURE

SpawnSystem.PNG

This is a spawn system created within Unity using the abstract factory pattern. The abstract factory method is utilized within the system because it is an abstract container which can then spawn abstract objects from that container essentially. From the tutorial I included several other objects that could be spawned as well as changing the code entirely.

06

GAME ENGINE ARCHITECTURE

HealthyNPC.PNG

This is a simple click to shoot game that includes implementing and refactoring a health system for the NPC. Instead of having code all cluttered into one document, this production spreads out and factors the code for a "healthy" health system. From the tutorial there is one more "factor" included which gives the NPC a big hit with the click of the mouse.

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