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My projects during the course of my studies and free time

Free-Time project on Unreal Engine. I was trying to make a puzzle game where the person would pick-up objects and place in a volume box, depending on the weights if it equals to the weights it requires the door opens and the player can escape

Shooting animation and showing that the AI actually dies.

Objective taken which shows that umg is also dynamic when objective is taken next text is shown for next steps

Explode Bot, follows where ever you go and explode in a certain range.

Blackhole using radial force. Physics have been applied here to achieve this.

Barrels exploding. Overlapping actors used so all other actors near the barrels also get affected

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Using UE_Log to check the position report for the position of the objects

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The code for the volume box if weights is greater than the triggermass then open the door.

Tarray used because objects of same type (static mesh). UE_log again to check if it is working. Weights (objects) placed on presssure plate.

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This game made on Unreal engin. Moreover, i added AI, Jump-pad, Blackhole. Fps genre, I have also added multiplayer support on this game. 

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The debugging spheres and the "question mark symbol" for hearing range. The AI has been taken from unreal engine classes. The UPawnSensingComponent has been used for hearing and seeing range.

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This is 3D graphic design module. This module challenged my skills. Using hieroglyph, DX11, LuaLib. Using mathematics e.g. vectors, matrices and trignometry in real time world and making objects move in different animations really challenged my mathematics skills. However with my problem solving skills i managed to overcome these obstacle and worked hard to achieve the required result. This is where i started from. My research skills and reading book from online helped me achieve more knowledge about HLSL shaders and i was able to change from (TOP SCREENSHOT) to (BOTTOM SCREENSHOT)

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HLSL shaders are powerful tool and i utilized it to make my imaginary world look better. The particle effect and skybox challenged me due to vertex buffer and pixel shader being constant in the shader i recieved from the hireoglyph library. I made some adjustments into them and made it work.

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This game uses SFML library. Use of polymorphism, abstraction method and using specific conding standard this game has been written down. In addition, using agile scrum method to develop this game. The character in the game can move and has many different animation, punch, jump, push, roll, shoot etc. I have used XML files to import the animations and used advance coding standards to accomplish this.

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This was a group project which inlcuded 5 people, I was chosen to be the leader due to my leadership skills and coping with hard people. This game was a challenge for me. I had to help every member of the group which included learning all the aspects which included in the game. We almost impleted every possible items we thought of. My main objective was to make the character inputs which included all the movement, player life, animations, attacks, climbing on the ladders. I did most of the work in making the enemy AI as well because the we had one member less in the group. I helped my other mates with making the menu and adding music to the game. Learning outcome from this game was enormous for me. It gave me an insight how powerful unreal engine is and what can be impleted with it. I got really interested and took an online course on this as well which from basic to advanced. 

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This is not best looking blueprint you will ever find but i did put in my work in it. Researching and finding some tutorial and combing my own ideas with those tutorials to get this done. As you can see from the comments from each box. These are parts i have done mainly in the game. "Character movements, pick ups, damage, lives, hud, attack.

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I have hands on experience with c++ language including many libraries such as SFML, hieroglyph, DX11 and etc. Moreover, i have worked on unreal engine and have small insight about unity. Below you can see my creations. 

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This is a small code on AI for noise heard. I have also added debuggers so i could see if it was working, green sphere for hearing and blue sphere if the AI sees me.

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This code here shows how i implemened Multiplayer Support for the game. SetReplicate to true so it also repeats on client as it does on the server. Moreover the role == role_authority, giving the client same feature as server allowing to pick up the object.
 

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This is an basic AI, where i have used target points to make theAI patrol around two points within a given axis.
 

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This is top-down 2D game. The main purpose for making this is showing the graphics on the screen. This shows character movement and zombies following him when he goes near them. The character can change his given items and attack zombies. The collision boxes applied to character when hits the zombie box they get deleted from the map. The map is set to loop and the fog is moving on an upper level of it. This game tought me concept of basic SFML e.g. importing animations using text and xml files, making game state overlay e.g. making a layer on top of an layer and it also tought me how to modify character movements, collisions, main menu, credit screen.

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The above code shows collision statements. As seen on line 230 if the playerbox is intersected with the enemybox and if he attacts the zombies, they die.

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I have set up the zombies vision of around 180 degress using basic mathematics, so if they see the character moving in the range the zombies will follow him.

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This is retro 2D game called alien space invaders and this is the first C++ project i worked in. This game kick started my C++ knowledge in every aspects of the game from main menu to killing enemies. This game included most of the programming knowledge to start off and level my programming skills.

Do not hesitate to contact me to discuss a possible project or learn more about my work.

© 2021 by Nisar Mirza.

Contact
nisartaja@gmail.com
+19084491964
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Freelance Website:
https://www.twine.net/nisarmirza

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