Who am I?

My name is Regan, I have just recently graduated from Staffordshire University with a degree in Computer Games Development, looking to gain some experience in the games industry.

What Am I Currently Working On?

I am currently working on a new game to strengthen my development knowledge and portfolio. It's a top down souls-like with moba controls. I currently have full player functionality, featuring an attack combo system, as well as a flexible state machine for my enemies, that allows me to plug different behaviours into different states to allow for a massive combination of enemy types. At the moment I am preparing my project to publish a demo onto steam and it is nearly ready. The overall goal for this project is to publish my first game, so I can get a better idea of the entire development process. You can see more information about this project here***

About Me

Firewatch, World of Warcraft and Rust are my three biggest inspirations for wanting to make video games. I like to keep active by playing basketball, going to the gym and bouldering in my free time.

My Projects

Top-Down Soulslike

My current project that is still in development.

1ManArmy

A top down, hit and run, with just a phone and a thumb.

Highway Code

A group project I worked on in my Senior Collab module.

Top-Down Soulslike (September 2024 - Present)

This is my most recent creation that I am currently working on. It is a top-down soulslike game developed in Unity. Some of the main features include:

  • Fully Fledged Player Controller - Uses a player state manager to ensure only one action can be performed at a time. Also contains a simple attack combination system as well as interchangable special abilities for players to mix and match to their liking.
  • Flexible Enemy State Machine - Contains a state machine system, allowing me to create multiple different idle's, attack's and chase states, and combine each simply by just dragging and dropping to create hundreds of different combinations, ensuring each enemy has its own unique behaviour.
  • Interactables and Dialogue System - An interactable's system allowing the player to interact with certain objects throughout the game like puzzle switches, doors and NPC's. This includes a fully implemented dialogue system allowing the player to learn more about the world they are exploring.
    Disclaimer: These images are not the finished product, if you'd like any more information about the game or demonstrations of some of the main features then please email me reganakers@gmail.com. More updates will be coming soon.

1ManArmy (April 2024 - May 2024)

1ManArmy is a mobile game developed on the Unity engine, for iOS. It is a top down, hit and run type dungeon crawler, where the player must kill enemies, upgrade their character, and defeat bosses. I created this game for one of my third year modules at university. It lacks some polish, due to the short time constraint, but it was a valuable step in development for me as it taught me so many things. Some of the notable features in the game include:

  • XP and Upgrade System - through the implementation of Scriptable Objects
  • Enemy spawner - includes difficulty progression mechanics
  • Boss fight - includes different phases made using State Machnines in the Unity Animator
  • Daily Lives and Currency System - allows player to spend these on new skins
  • Perfectly scalable UI - can fit any iPad or mobile device
  • Mobile Friendly Controls - requires just one finger to play
  • Decoupled using C# events

This project was my first mobile project and came with many lessons. If you would like to read my critical reflection report I made after developing the game then please click below:

1ManArmy Critical Evaluation

I also made a short game trailer for my project, something I have very little experience in but if you would like to see some gameplay then please take a look:

DISCLAIMER: I did not make any of the assets, sounds or animations in this project, all were obtained through the unity marketplace, mixamo, and various free sound websites. If you would like to know more about this project then please dont hesitate to contact me.

Highway Code (April 2024 - May 2024)

During my final semester I took part in a group project, where we had to develop a game from scratch. We made Highway Code, a local co-op chaotic driving game where the players must drop off more packages than the other player to win. I was mainly responsible for implementing a flexible and functioning split-screen system, the shared and individual UI's for each player, and the contraband package system, which is expalined in more detail below. Here is a short trailer:

DISCLAIMER: I did not make any of the assets, sounds or animations in this project, if you would like to find out who did then please contact me.

This was my first time developing a game in a large group, and it taught me alot:

  • Version Control - within a large group project
  • Rapid Prototyping - to demonstrate at our pitches for our game ideas
  • Unreal Engine - Implementing Split-screen and detailed systems
  • Technical Design - The importance of a technical design document

This project was my first mobile project and came with many lessons. If you would like to read my critical reflection report I made after developing the game then please click below:

Highway Code Critical Evaluation

My Main Contributions

Split-Screen System

I implemented a flexible split-screen system, that would allow our game to be played single-player or local co-op. This was most of our teams first time developing a multiplayer game, so I made sure to inform the developers the practices that would need to be changed, like using loops when accessing a pawn instead of using functions like GetPlayerPawn, as well as other things like drawing UI to the player's screen instead of the viewport.

Contraband Package System

I made a Package system as part of our changing world states manager, which basically calls a world event to occur every so often, changing gameplay for both players. This package system spawns a contraband package at a set location, that both players must fight over to deliver for 3x more points than a regular package. Players can steal the package from the other player by driving into the other player.
Functionality:

Delivery: