This project involved creating a basic rendering pipeline using D3D11 and was completed as part of Staffordshire University's 'Real Time Rendering' module. The pipeline features bloom, water shading using Gerstner waves, transparency, terrain generation, fog, model and texture loading and more.
Midnight Taxi is a narrative focussed horror/thriller game about being a taxi driver in a suburban town in the Deep South. The game was created in UE5 and I worked on the junior tech team alongside 2 other juniors and 3 seniors. We worked in Blueprint and my main tasks were creating a working SatNav system, creating multiple materials, handling save data, creating the options menu and faking physics on an actor to be more performant.
This project involved creating a basic physics engine from scratch in D3D11 using DirectXMath. It features basic collision detection and response between sphere, AABB and OBB colliders, a particle system, springs and a rigid body physics model. The project ultimately demonstrates the basics of rigid body and point mass physics.
UNDER CONSTRUCTION.
Project is planned to be a basic PBR rendering pipeline using Vulkan in order to learn Vulkan essentials.
Heaven's Blade is a 2D platformer prototype with a focus on speed and movement that I made for uni over the course of six weeks. The prototype includes an online leaderboard and many features to create an interesting character controller. The online leaderboard was built using PHP and MySQL which took up the majority of development time.
In order to improve my pure programming skills, I worked on this project for a month which I would have had to complete if I had chosen to do Games Programming during my first year.In my project, I have implemented: bmp image loader, .obj mesh loader, camera movement, texturing stylistic reminiscent of the ps1, materials and lighting.
This is a university project I worked on for the Games Engine Cretion module. We were tasked with recreating the original Mario Bros using C++ and SDL2 whilst also creating a second level. I implemented the minimum requirements of rendering sprites, playing music and sound effects, using bounding box/circle collision and having a game screen manager while also adding dynamic level loading from a text file, scrolling screen functionality, high score tables stored in a text file and projectiles.
I worked on this project as part of the 3D Engines module at Staffs Uni. The goal for the project was the expand upon an existing framework by designing and creating mechanics showcased in one single level. For this project I focussed on working with materials, lighting, particles and sound for the first time inside of UE5.
 
 
 
 
 
 
 
Rhys Elliott 2023. contact@rhyselliott.com