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Working with the Crayta Team at Ziax, we worked together to create our first game: Crayload, a first person shooter built around the payload gamemode.

 

I was responsible for many core aspects of the game, including the HUD, the weaponry, the killstreaks, the in-game shop and the loadout screen.

Crayload (Crayta, 2022)

Cray-Ze Golf (Crayta, 2022)

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UnityChannel

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The Untitled Multiplayer Game for Ziax (Unity Engine, 2022)

SHOWCASE

CRAYTA GAMES

Our second project within the Crayta Engine pushed the boundaries of the engine's physics, revolutionising what could be achieved on Crayta with Cray-Zee Golf.

 

I was responsible for the scoring system, the main menu and HUD, the currency, the in-game shop and customisation menu.

Unity GAMES

I was also a core part of a small team creating an untitled multiplier game for Ziax within the Unity Engine. The game is within an alpha build, and was made to be pitched as a concept for interested parties.

I was responsible for creating the build system, the jump pads, the in-game item shop, the resource generators and system, the healing system for the players, and the siege weapons that are used for the game.

Roblox GAMES

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The Killbots Project & RoboCombat Damage Systen (Roblox Studio, 2021)

University Work

A project that I had made during my time as a university student, Turbulence is a 2D top-down fighting game, revolving around the idea of spinning tops battling it out until only one remained. 

I used the Unity Engine to create this game and its features, such as: a LAN player system; accurate mobility of the tops' physics; multiple arenas built within Photoshop by hand, and a power up system that diversifies play. 

Turbulence (Unity Engine, 2020)

Before working at Ziax, I worked alongside a Roblox Robot Combat group known RoboCombat to independently create a damage system that imitated the physics of real-life robot combat, alongside demonstrating the new physics within an online competition known as Killbots. 

I was responsible for the systems entire design, including creating accurate damage based on the mass of the damage system, fall and wall damage based on the velocity of the robot, a countdown timer and arena hazards.

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