Kieran Gould - Programming

Proceedural Level Generator (GameMaker / GML)

At my college during 2015, a three-day game jam was ran where teams of up to five people had to make a game using an assigned brief. I was the programmer, and our game was an infinite runner, with the engine choice being GameMaker 1. Despite having little experience with this engine, in 72 hours I was able to create a system that could generate fully features levels in the blink of an eye, resulting in almost zero transition time between stages. I also programmed in player movement, UI elements, and the dragon character chasing after the player.

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GHOSTERY (Unity / C#)

GHOSTERY was produced during my college's 2016 Game Jam, with the brief being 'teleportation'. In 72 hours, all assets were created from scratch, including player movement and mechanics. A system was created where a could look at a surface and teleport upon it, leaving behind a ghost of their former self.

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Infernal Matrix (Phaser / JS)

Infernal Matrix was my entry for Ludum Dare 33, with the theme of 'You are the Monster'. Stepping outside of my comfort zone, I went for the JS powered Phaser engine, wanting my game to be playable in web browsers. From player input, user interface, and all game logic, every part of this game was scripted in JavaScript.

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Safewatch (Pebble Smartwatch / C + JS)

Also known as 'You Are More Likely To...', SafeWatch was a joint collaberation between the Essex County Council, and Chelmsford Makerspace, a local hardware/software group I was a part of. While the backend was produced by other team members, I was tasked with producing the frontend to display data upon a smartwatch. The smartwatch runs native C code, while the phone runs JavaScript which communicates with the server, gathering GPS data, polling the server, and returning results to the watch via Bluetooth.

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KerbalWatch (Pebble Smartwatch / C + JS + Python 3)

KerbalWatch was an attempt to connect a smartwatch into Kerbal Space Program. Using the Telemachus mod as an interface, a local Python server would hit the local game with HTTP requests, and forward them onto the phone via a websocket. From there, JavaScript running upon the phone would parse and format data, to be transmitted over to the watch via Bluetooth, displayed in an app written in C. The project was eventually cancelled due to limitations with the Pebble Bluetooth systems and Telemachus bugs.

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© Kieran Gould 2017