Game Programmer at Antimatter Games
Welcome to my portfolio!
Hey, I’m Cameron! I’m a self taught, enthusiastic Games Programmer from the UK. Currently working at Antimatter Games as a Junior Programmer.
– 2 years of professional experience in the video games industry
– 5 years of personal experience with the Unreal Engine
– Experience in level design and simple 2D/3D art
– Experience in UI design
Personal Projects Quick Access
Professional Projects Quick Access
Moonlapse is a First Person Horror with a focus on stealth and exploration with a bit of shooting thrown into the mix.
Those who have committed terrible crimes are silently swept away to The Moonlapse; a place to cleanse away memories. However, this undisclosed location is also a playground for malevolence. At night a gas is expelled and reality shifts into fantasy as those ill-equipped begin to face their awful past.
Functionality currently includes:
– Gunplay (Firing, rotational sway, reloading, iron sighting, etc)
– Inventory System (Weapon/Item switching, item gathering, ammo pickup)
– Day/Night cycle
– AI (Sleepers, Roamers)
– AI Management/Group Knowledge
– Stealth functionality (Hiding in bushes, silenced weapons, bullet lures)
– Attract enemies with bullet lures. Different lures are used depending on which weapon is equipped – Different affect radius’ and loudness
– Getting spotted puts player into a panic state
– Randomised building placements (with restraints)
I plan to add:
– Night Base defense (numerous around map)
– Variety of AI (Shroud – Aerial Scouters, Bosses – Larger encounters)
– Story to follow (Events and NPC interactions)
– Melee combat for stealth
– Inventory Management System (Item drop, UI visualisation, organisation)
Disruption is a First Person Atmospheric Horror set on a Space Station.
The focus of the game is gravity/reality manipulation through the use of Gravity Wells. Any object that passes through them (including the player) will enter The Perplex, an area bound to the conciousness of the near deceased. These realms may alter gravity and can create monstrous visions. The Perplex follows no rules.
With the aid of the Station’s Terminals you can read messages, find codes, open doors and contact a Station dweller. There are also hidden objectives to launch every shuttle from certain Terminals.
Github Repo (C++ files): https://github.com/Cameh/Disruption_CppFiles
This video shows all progress up to the point where I’ve taken a break from the project
Mind At Sea
Mind At Sea is a project I made in 3 weeks to further improve my C++ knowledge using UE4. While it was tough to overcome issues I found, I managed to finish the project and release it on Itch.io for anyone to play for free. I then used people’s feedback and findings to further improve it.
It’s a first person psychological-horror set in the mind of a drowning person’s final moments.
My personal goals for this project was to get a better understanding of AI scripting within UE4 and to create a horror game with meaningful atmosphere. I also tried making it unique with the use of the “Water Fields” (or “Water Portals” as some people have called them) that create areas where you can enter and exit bodies of water.
Another challenge was the sound design which was great fun to find and edit sounds to create the mood that I wanted. Added ontop was a small story to make the game a little more dark and have some meaning.
Game Page Link: https://cameron-harford.itch.io/mind-at-sea
Github Repo (C++ files): https://github.com/Cameh/MindAtSea_CppFiles
What people have said: https://www.alphabetagamer.com/mind-at-sea-game-jam-build-download/
I made an audio visualiser in UE4 in C++ that makes use of the engine’s physics capabilities and Synth Clips. It is able to read external files and load existing audio files while producing a video on some songs in the background. As much as I wanted to, I was not able to implement the loading of external audio files as UE4 does not allow such to happen unfortunately.
Features include: Visual changes such as colour and opacity, a video player, play and pause functionality, read external audio files, load existing audio files and inverse physics.
Github Repo: https://github.com/Cameh/Music-Synthesiser
This is a scene I made in the Unreal Engine to get a better understanding of how to convey certain moods and create an atmosphere while keeping a stable framerate. This was made with 3D models from the marketplace and using some engine content.
Part of the mood was achieved with the use of post-processing and particle effects.
(2018 – Unfinished Experiment)
Worked on a first person horror game set just after the events of WW2 in Antarctica. Based loosely off of the Operation Highjump conspiracy theory. This has been one long project that I’ve been experimenting with for a while to further push my knowledge with the Unreal Engine. I’ve tested with materials, 3D modelling, environments, and event sequences to drive a narrative while maintaining a chilling atmosphere.
I have reached out to people to help with the aspects I couldn’t provide such as sound. After posting about it online it gained some traction and feedback was attained.
The website I made for it is here: http://base211game.com/
Junior Programmer on the announced title, “IGI: Origins” made by Antimatter Games.
Mole Island Journey
Airship Images – 2019
Worked on an idle 2D mobile game. In Mole Island Journey you hire your happy moles to get to work, digging away at the earth to earn Resources. Earn enough resources and you can progress to another island with new features to explore! The goal of the game is to expand your mole colony off planet and reach Mars while keeping your mole fashion game up.
Features include: AI, time based events, resource management, trading, cosmetic progression, research abilities, physics based elements and random events.
I was responsible for the entire game apart from the art.
Airship Images – 2018/9
Worked on a side scroller adventure game for PC/Console set in a dark gritty universe.
Features include: power/skill management, physics based abilities and puzzle solving.
I was responsible for everything in the game apart from the concept art.
Airship Images – 2018
Worked on a 3rd person action strategy game set in early Britain.
Features include: real time map, basic economy, inventory management, climbing system, AI, and puzzle elements.
I was responsible for everything in the game apart from the art.
Airship Images – 2019
Worked on a model viewing tool in Unreal Engine 4 with numerous features to aid colleagues with various projects.