World of Warcraft networked gameplay features
Unity
C#
Reign of Dwarf is an open-world multiplayer survival game based on dwarf mythology.
Plastic SCM
RLTY is a no-code platform for brands to launch 3D immersive events including various games for in-game prize money.
A small ecosystem simulation made in Unity C# where AI can eat, drink, rest, and repopulate.
Unity multiplayer custom client-side prediction & interpolation implementation with server authoritative movement.
A 2D game engine I was working on in my free time. Built on top of Love2D.
Love2D
Lua
A Garry's Mod commission job for creating a custom mining, crafting, and inventory system for a large server.
Garry's Mod
LUA
MySQL
Garry's Mod 'Custom classes' addon for creating custom jobs in-game using tokens purchased from the server's store page.
An addon I created for my old server, Horizon Network. It was used by staff to manage the server and its players.
An update I pushed out featuring two addons, Prestige & Buffs. This was created for my old server, Horizon Network. It allows users to prestige and gain buffs for their character.
A HUD I created for my DarkRP server, Moon Network. It features a clean design and a ton of customization.
A shop addon I created for my DarkRP server, Moon Network. It allows players to use their in-game cash to purchase items such as accessories, pets, custom sounds, and more.
The index page for the DarkRP community I founded, Horizon Network.
React
Next.JS
A commission job where I created the index page for the DarkRP community, burNetworks.
A small front-end project I made to communicate with OpenAI's Stable Defusion API.
OpenAI API
An ExpressJS Login Application template utilizing JWT tokens.
A Command Line Interface for easier Git usage.
NodeJS
A Command Line Interface that utilizes ChatGPT to help with Powershell commands.
A Discord Bot I created for my DarkRP server. It shows the server status, player count, as well as has a gpt chatbot for support and fun.
This website you are viewing!
Multiplayer scalable quest system, interaction system, action system, inventory system, & player movement.
Shield pushback feature in Reign of Dwarf. Utilizes IK to push the arms back when taking a hit.
Projectiles collision detection in Reign of Dwarf utilizing capsule cast.
The networked-instanced scenes system is a system I implemented that allowed players to be loaded into a new networked-scene that acts as a completely independent world.
Early work on the Range Weapon Projectile & Recoil systems in Reign of Dwarf.
Simple city simulation system with traffic and placeable roads.
Terry Hop is a Bunny hop inspired game I created within S&Box by Facepunch.
Back to work on Project Float, this time with a completely new UI system, scene loading system, and networking improvements!
Shaders were never an easy task! Here's a small prototype I made while learning Triplanar Mapping.
It's time to start learning about shaders! Specifically, Cel Shading.
A small prototype I made while learning about GPU Instancing.
More Project Float progress, this time with a UI menu.
A platformer with unique player movement.
My First Player Inventory System using Scriptable Objects.
Project Float's Networking with a connected player test.
Project Float was my first attempt at writing my own Multiplayer Solution.
A 'Garry's Mod' inspired prototype including the Physgun & Toolgun.
Kill-Pill was made during a 2 day game jam event with my friend, DEMON.