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Added unique pages for all projects
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GuusKemperman committed Nov 4, 2024
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45 changes: 27 additions & 18 deletions _data/projects.yml
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- name: Coral Engine
role: Developer
- name: Lichgate
start: April 2024
end: July 2024
code_link: https://github.com/GuusKemperman/CoralEngine
game_link: https://buas.itch.io/lichgate
details_link: "/projects/lichgate.html"
primary-image: projects/y2/lichgate/lichgate.gif
engine: Coral Engine
team_size: 10
platforms: Windows | PS5
duration: 8 Weeks
brief-description: Lichgate - a relentless survivor, action rogue-like where you must grow stronger to vanquish the undead - made with our custom-built Coral Engine!
contribution: AI Navigation | Procedural Terrain

- name: Coral Engine
start: July 2023
end: August 2024
code_link: https://github.com/GuusKemperman/CoralEngine
game_link: https://buas.itch.io/lichgate
details_link: "/projects/coral-engine.html"
primary-image: projects/y2/coral/trailer_preview.gif
main-page-video: CoralTrailer.mp4
main-page-video: CoralTrailer.mp4
engine: C++
team_size: 1-10
team_size: Started as solo, grew to 10
platforms: Windows | PS5
duration: 14 Months
brief-description: Coral Engine is a game engine we wrote from scratch in C++. It features a level editor, visual scripting and much more. It's my largest project yet!

contribution: Designed core architecture | Custom Visual Scripting | Physics | Assets management & More!


- name: Turbo Tails
role: Developer
start: April 2022
end: June 2022
game_link: https://gennakh.itch.io/turbo-tails
details_link: "/projects/turbo-tails.html"
primary-image: projects/y1/blockd/large.gif
secondary-image: projects/y1/blockd/small.png

engine: Unreal
team_size: 13
platforms: Windows
duration: 3 Months
duration: 8 Weeks
brief-description: A 4 player mouse racing game with chaotic weapons
contribution: Designed AI | Local Multiplayer | UI | Core systems
full-description: >
This award-winning game was created by a talented team of fifteen individuals over eight weeks. It received the Best Y1 Game 2023 award from industry professionals and the best tech award from BUAS staff. During the project, I honed my skills in using the scrum methodology, collaborating in a multi-disciplinary team, and developing with Unreal Engine. My key responsibilities encompassed AI, the weapons, local multi-player, and UI development.
- name: Spider Sling
role: Developer
start: Febuary 2022
end: April 2022
game_link: https://guuskemperman.itch.io/spider-sling
details_link: "/projects/spider-sling.html"
primary-image: projects/y1/blockc/large.gif
secondary-image: projects/y1/blockc/small.gif
engine: C++ | OpenGL
team_size: Solo
platforms: Windows
duration: 3 Months
duration: 8 Weeks
brief-description: A 2D GPU Raytraced game where you try to survive for as long as possible
contribution: Optimisations | Physics | Graphics
full-description: >
Expand All @@ -52,17 +61,16 @@
To achieve the high performance for this raytracer, I employed a BVH, as well as a subdivisible screen-space grid to quickly eliminate areas that do not require raytracing.
- name: RTS 3D
role: Developer
start: November 2021
end: January 2022
game_link: https://guuskemperman.itch.io/rts-game-3d
details_link: "/projects/rts-3D.html"
primary-image: projects/y1/blockb/large.gif
secondary-image: projects/y1/blockb/small.png

engine: C++ | OpenGL
team_size: Solo
platforms: Windows | Linux
duration: 3 Months
duration: 8 Weeks
brief-description: A cross-platform retro RTS
contribution: Procedural Enemies & Terrain | Graphics | AI
full-description: >
Expand All @@ -73,12 +81,13 @@
start: September 2021
end: October 2021
game_link: https://guuskemperman.itch.io/rts-game-2d
details_link: "/projects/rts-2D.html"
primary-image: projects/y1/blocka/large.gif
secondary-image: projects/y1/blocka/small.png
engine: C++
team_size: Solo
platforms: Windows
duration: 3 Months
duration: 8 Weeks
brief-description: A CPU rendered 2D RTS game
contribution: Graphics | AI

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start: December 2020
end: May 2021
game_link: https://guuskemperman.itch.io/snow-mans-land
details_link: "/projects/snow-mans-land.html"
primary-image: projects/intakeassignment/large.png
secondary-image: projects/intakeassignment/small.png

engine: C++
team_size: Solo
platforms: Windows
duration: 7 Months
brief-description: Build snowmen, shoot snowballs and destroy the enemy igloos!
brief-description: The project that got me accepted into BUAS. Build snowmen, shoot snowballs and destroy the enemy igloos!
contribution: Graphics | AI | UI | Audio | Procedural generation

full-description: >
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28 changes: 28 additions & 0 deletions _projects/lichgate.md
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---
layout: project
name: "Lichgate"
---

After a year of learning about game engine development, I am proud to present Lichgate - a relentless survivor, action rogue-like where you must grow stronger to vanquish the undead - made with our custom-built Coral Engine.

We have been working as a team on the engine for the past half year, with development starting earlier by our amazing lead programmer Guus Kemperman. Our main focus when creating it was usability and performance, which paid off in our 8-week project Lichgate.

As an aspiring gameplay-oriented tools programmer, I strived for our engine to be accessible to other disciplines as well. Whether it was taking inspiration from Unreal Engine to ease the designers transition to a new framework, or iterating our layout based on user feedback, we tried to pair the complex back-end with an enjoyable interface to work with.

My main contributions were the ability/weapon system, the upgrade system, and the physics system, all crafted with the end user in mind. Working in a cross-disciplinary team has been an enriching experience, providing me with valuable insights into designing user-friendly tools for my colleagues, while remaining efficient with my C++.

Coral Engine began as a personal project during a summer holiday. Over time, it evolved into a full-fledged engine featuring **visual scripting** and a **robust editor**. From the start, the goal was to create a simple, accessible API for developers while ensuring the engine remained intuitive for designers.

After seven months of solo development, I was joined by five talented programmers to enhance Coral Engine, making it production-ready. We used it to develop **[Lichgate](https://buas.itch.io/lichgate)**. The designers who joined our team were able to utilise its capabilities to create their own prototypes, assets and gameplay features.

I continued working on Coral Engine for several months, ridding it of some technical debt that had built up over the course of development.

# My Contributions

- *Flowfields*: Implemented an optimized flowfield algorithm for **AI** navigation.
- *Procedural Endless World*: Developed tools for Level designers for generating endless, **procedural levels**.

# Games Created with Coral Engine

- [Lichgate](https://buas.itch.io/lichgate)

6 changes: 6 additions & 0 deletions _projects/rts-2D.md
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---
layout: project
name: "RTS 2D"
---


6 changes: 6 additions & 0 deletions _projects/rts-3D.md
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---
layout: project
name: "RTS 3D"
---


6 changes: 6 additions & 0 deletions _projects/snow-mans-land.md
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---
layout: project
name: "Snow man's land"
---


6 changes: 6 additions & 0 deletions _projects/spider-sling.md
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---
layout: project
name: "Spider Sling"
---


6 changes: 6 additions & 0 deletions _projects/turbo-tails.md
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---
layout: project
name: "Turbo Tails"
---


6 changes: 5 additions & 1 deletion css/override.css
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Expand Up @@ -161,16 +161,20 @@ h1, h4 {
display: block;
text-decoration: none;
transition: transform 0.2s;
color: black; /* Ensure visited links remain black */
}

.project-card:hover {
transform: scale(1.02); /* Scale on hover */
text-decoration: none; /* Remove underline on hover */
color: black; /* Ensure visited links remain black */

}

.project-card:visited {
color: black; /* Keep link color consistent */
color: black; /* Make all links black */
}

.intro {
width: 100%;
padding: 20px 10px;
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