Hi, I'm Angus (he/him), an Australian-based programmer with a passion for creating emotionally engaging games. I specialise in VR development and narrative-driven experiences, proficient in Unity and experienced with Unreal Engine
Hi, I'm Angus (he/him), a programmer based in Brisbane, Australia. I've been programming since high school. I learned Python and HTML first, then expanded out into C# and C++. I have experience programming a variety of game genres, but my passion lies in creating games that evoke emotions and prompt reflection on one's life and those around them. With a background in developing VR games. I'm particularly fond of narrative-driven games and would love to contribute to projects of that nature. I have proficiency in Unity and some experience with Unreal Engine.
Beast lightning is a VR game created around the soundtrack. We were given a song and we created the game to go along with the song. I was responsible for the VR Movement and control scheme. After implementing the controls I moved on to the scoring system
Take to the skies as a crazed Leonardo Da Vinci, overwhelmed by magic and anger to strike back at the dragons that destroyed your home! Utilise your perfected flying machine parts to mix and max to best suit your play style, and powerful magic abilities to fight off the dragon hoard.Fly through the skies narrowly dodging dragon breath, while nimbly weaving past and through enemies to take advantage of your greater mobility to hit your enemies where it hurts.
Dragons Attack was created as a parody of the game Luftrausers. I was responsible for creating the enemies navigation system and I was also responsible for maintaining the git repository and ensuring that the branches of the repo are up to date and have no issues.
Fungal Ruin was designed to work on any platform. It could run on PC (Windows or Mac), mobile, or a Pawky Box, with keyboard/mouse, controller, or touch input. I created the movement system for Fungal Ruin along with some of the assets. The firing system were also created by me and uses a resource light method of spawning in bullets
I was the solo developer for ShapeSail. I created ShapeSail as an educational game for children to learn how to draw shapes. Tracing the shapes is how you move up the levels and progress the story. It was made for phones.
In a world where food has replaced most building supplies, two group fight it out to uncover which Food Group reigns supreme.You play as a fighter pilot for the healthy food and you must battle the unhealthy food that will try and shoot you down.Shoot down Candy Corn, Hotdog Destroyers and Sundae Boats as you try to survive. Change your Weapons, Engine and Body types to customize your gameplay.
Snack Strife is a Luftrausers clone where you play as healthy food fighting unhealthy food. We created this as a way to promote eating healthy food. I was responsible for creating the different body types as well as the firing system for both the enemy team and the player.
The way home is a walking simulator where you play a dog returning home. I was responsible for creating the movement system for the dog. I was also responsible for organising the menu and I was responsible for the repository and making sure everything was kept up to date properly.