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Projects

Crusade: Systems Framework

Role

Lead Developer

Game Engine

Unity

Genre 

Action Role-Play (Souls Like)

Team Size

1 person team

Key Tech: Unity, Animation Events, Gameplay Tuning

My goal with this project was to deconstruct what makes 'Souls-like' combat feel satisfying. I focused heavily on the technical implementation of hitboxes, animation events, and frame data. It required constant iteration and playtesting to ensure the player's inputs translated instantly into responsive on-screen actions.

C++ Engine Architecture

Role

Coder

Game Engine

My Game Engine

Team Size

1 person

Key Tech: C++, OpenGL, Low-Level Systems

As part of my passion for game development, I have been building a custom game engine from scratch in C++. This project demonstrates my deep understanding of low-level programming, architecture design, and the foundational systems required to create and run games effectively.

AI Perception & Stealth Systems

Role

Lead Developer

Game Engine

Unity

Genre 

Stealth game

Team Size

1 person team

Key Tech: C#, Finite State Machines (FSM), AI Logic

Inspired by the mechanics of the Hitman series, I set out to reverse-engineer how stealth AI works. I moved away from basic pathfinding to build a Finite State Machine where enemies react to sound and sight lines. It was a valuable lesson in how to structure code, so that AI behaviour feels 'smart' and fair to the player.

Procedural Loot Framework

Role

Coder

Game Engine

Unity

Team Size

1 person team

Key Tech: Unity, C#, ScriptableObjects

For this project, I challenged myself to solve a classic design problem how to create endless variety without endless manual work. I built a data driven system using ScriptableObjects to generate randomized weaponry. This project taught me the importance of creating flexible system that separate data from code. A critical skill for working on large-scale games.

Undead Onslaught

Role

Lead Developer

Game Engine

Unreal Engine 

Genre 

First person shooter

Team Size

1 person team

Key Tech: Unreal engine and Blueprint/C++

In this project, I set out to learn Unreal Engine by remaking the university group project S.M.G.V.B.S.S.H.F.. The goal was to deepen my understanding of Unreal's tools and workflows while recreating and improving upon the original game. This involved exploring Unreal Engine's advanced features to enhance gameplay and visual fidelity.

Survival Horde Framework

Role

Lead Developer/Coder

Game Engine

Unity

Genre 

rogue-like 

Team Size

4 person team

Key Tech: Unity, C# and AI Horde Management system

Directed the technical development of a fast-paced, wave-based survival shooter. The project’s core architecture was designed to handle high-density enemy counts while maintaining a responsive "Game Feel" inspired by industry leaders like Killing Floor 2.

Procedural Environment System

Role

Lead Developer

Game Engine

Unity

Genre 

endless runner

Team Size

1 person team

Key Tech: Procedural Generation & Memory Optimization

Developed a high-performance mobile framework centered on an infinite, algorithmically generated environment. The primary technical challenge was maintaining a consistent 60 FPS on mobile hardware by eliminating runtime memory allocation for environment assets.

Whisper of the Forsaken

Role

Game Designer/Coder

Game Engine

Unity

Genre 

Survival Horror

Team Size

2 person team

Key Tech: Unity, Animation Events, Gameplay Tuning

A high-intensity vertical slice created during a three-week development sprint. This project focused on the technical constraints of the survival horror genre limited resources and high-stakes environment interaction.

AI Communication

Role

Coder

Game Engine

Unity

Team Size

1 person team

Key Tech: Unity, Finite State Machine (FSM) & Dynamic UI

Developed a robust communication framework designed to bridge the gap between complex AI logic and player feedback.

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