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Simulations

Here is a selection of games that don't fit into the group of complete games but still demonstrate what I learned over the three years of my Games Computing course. Click on their title to learn more about each project.

Originally a GameJam project that was expanded upon for the theme "Repair" which has you play as a broken robot trying to repair a community of other broken robots you've joined. My main focus was to learn how to make a dialogue system which is used in the game, along with fetch quests. Most of the robots were designed by friends and family and redrawn by me to put in the game.

A Virtual Reality simulation intended to create a realistic car system. The cars queue up behind each other, stop in front of pedestrians at the zebra crossing, and wait at red traffic lights until they are green.

A graphics test that spawns 500 rats in a maze which have an AI that searches the maze for the cheese at the centre on a trapdoor. Each rat is animated and is aware of other rats around it which they try to avoid bumping into.

A procedurally generated town that is different every time. It used an L System to generate a street system which then has buildings placed randomly alongside it with randomized colours. Among the buildings other decorative models are places such as a park, a shop, flowerbed and benches. Procedural trees are also placed with randomized height, width and foliage size. The buildings are textured with a procedurally generated wood textured to fit the theme of a "Toy Town" and plush dolls walk around the streets using force on ragdolls for procedural movement.

CONTACT ME

Christopher Cromb

Games Computing graduate​

University of Lincoln

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Email:

christophercromb@btinternet.com

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