Boursin Sensorium Hardware Integration

For HammerheadVR’s ‘Boursin Sensorium’ experience, I was brought in to consult on, and implement hardware integration of various peripherals, tied into set points of the experience, produced in Unreal Engine 4 The hardware integrated was a 4 slot, USB controlled ‘scent machine’, fans, and a webcam. I produced blueprint nodes that could easily be hooked up to set points in more »


HAPICrawler was a game created for one of my university modules, Games Engine Construction, for which the game recieved 94%! Language used: C++ Frameworks/libraries used: HAPI, FMOD Features: Procedural level generation Using a recursive BSP tree structure for generating the rooms, and A* pathfinding to connect them Particle system Lighting system Distance attenuated and line-of-sight based lighting Gameplay video: Download:

Wolf3D-style Raycaster

Another fun little project I made when I had some spare time! It’s a simple CPU raycaster, technology not too useful these days, but it was great fun to program! Inspired by Wolfenstein 3D, and other similar games.   Some of the features I added were:  Simple, image based map format – The map data was read from a simple more »