Ashleigh Thomas - Portfolio
  • Projects
    • Dragon Isle
    • Global Illumination
    • Post-Processing
    • Entity Management
    • Shader Techniques
  • CV
  • Luminescence

Dragon Isle

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Dragon Isle is a game I developed as part of the Gamer Camp Nano course hosted by Birmingham City University, the place on this course was offered to me by Aadvark Swift recruitment agency. For 4 weeks I worked in a small team of 9 people (5 developers, 4 artists) to produce a game for the iPad.

Key Techniques
  • Objective C
  • Cocos2D
  • Perforce version control
  • iPad development.


Dragon Isle Page

Real-Time Global Illumination

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This is my final year project in which I decided to create a real-time global illumination renderer. The process was a very long one, the initial research took place around June 2011 where I looked at a variety of global illumination techniques and had to decided which was most suitable for my project in terms of complexity and time-scale. The project also features percentage closer soft shadow rendering with a variety of light types.

Key Techniques: 
  • Global Illumination
  • Cube shadow mapping
  • Dual-Paraboloid shadow mapping
  • Percentage closer soft shadows
  • High dynamic range rendering


                                                                          Global Illumination project page.

Post-Processing

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This demo demonstrates a flexible post-processing framework capable of applying multiple full-screen post processes to a rendered scene as well as performing post-processing on individual polygons within the scene. The demo was created as an assignment for my Emerging Technologies module.

Key Techniques:
  • Post-processing (full-screen and polygon)
  • Depth of Field
  • High Dynamic Range rendering
  • Crepuscular rays (God rays)
  • XML Import
                                                                                                            
                                                                                Post-Processing Project Page 

AI and Entity Management

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This demo represents an entity management system, the scene comprises of a number of tank entities read in from an XML data file, the tanks move around the scene at designated patrol points until an enemy tank enters its sights in which the tanks open fire upon each other. The demo was created as an assignment for part of the Games Development 2 module.

Key Techniques:
  • Entity management
  • Entity messaging
  • Collision detection
  • Camera picking
  • XML Import

                                                                                 Entity Management Page

Shader Techniques

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This demo represents some basic shader techniques as well as a couple of more advanced techniques. The demo was created as a 2nd year assignment to demonstrate use of the DirectX10 API which was relatively new to me at the time.

Key Techniques:
  • Environment mapping
  • Parallax / Normal mapping
  • Shadow mapping
  • Per-Pixel Phong lighting




                                                                                                             Shader Techniques Page

Path-finding

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This demo represents implementations of some popular path-finding algorithms used within games, the program takes a start position as an X,Y co-ordinate and an end position, the program will then calculate the nodes it must visit in order to reach the goal using the specified path-finding algorithm. This demo was created for an assignment as part of the 2nd year module Games Development 1.

Key Techniques:
  • A* path-finding algorithm
  • Dijkstra's path-finding algorithm
  • Best-First path-finding algorithm

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