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PROJECTS

Throughout my time at UW Stout, I have used my programming skills and knowledge in order to make a few games. Some of the games are projects for classes, some are projects I worked on in my own time. Most games are available on my itch page.

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Shepherd's Sky

Shepherd's Sky was my Senior Capstone Game. This game was developed over the course of 9 months with a team of five programmers, five artists, and three sound designers. I was the Lead Programmer on the team. I did a large portion of the gameplay programming and also delegated tasks to the other programmers on the team. I learned a lot about game programming and leading throughout this project. The game was developed in Unity. Check it out at our website ba2.games.

My Contributions

  • Programming the 3D flying movement

  • Leading the programming team by delegating tasks and helping with other programming tasks.

  • Set up the post processing for the game

  • Fixed a majority of the bugs that arose, and fixed them in a very timely fashion

  • Helped design the mechanics

Nyctophobia: A Tale of Fear

Nyctophobia was the first game that I made with some of my friends as part of a 48-Hour Game Jam. For this project, we originally used the Godot 3 game engine, then later updated the game in the Unity game engine. We worked as a team and produced a functional game in the 48 hour time period.

My Contributions

  • Learned Godot 3's python based programming language

  • Programmed player movement

  • Programmed player interactions with static and pick-up objects

  • Programmed the random encounter system

  • Programmed different menu functionalities

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OutCaster

OutCaster was another 48 - Hour Game Jam game I made with some friends. The project was very ambitious, and not everything ended up as planned. The idea was to gather ingredients during the day and craft potions by playing a mini-game during the night. Both parts worked individually, but didn't end up combining super well.

My Contributions

  • Programmed the rhythm mini-game for crafting potions

  • Learned a lot about Unity's audio system

  • Collaborated with friends who had made a rhythm game before

  • Used a tilemap to fill in the level's environment

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Railgun Rogue

Railgun Rogue was another 48-Hour Game Jam game. I worked with a smaller team on this game. I learned a lot about Unity's physics system during this project. We weren't able to spend the full 48 hours on the game, so the level design suffered a bit.

My Contributions

  • Programmed the player movement for the character

  • Programmed the aiming with the cursor

  • Programmed the magnetism mechanic

 2018 by Connor Davis. Proudly created with Wix.com

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