Portfolio
Roadwise
Flamer
Generic Tank Wars
Legend of Amaruk
Pissweak
Murdoch University Library Simulation
Groundup
Crystal Wars
Roadwise Car Braking Distance and Reaction Time Simulator
Brief: Funded by Main Roads WA as part of their Roadwise Program, the team were tasked with creating a simulation of the effects of speed on a car’s breaking distance and the driver’s reaction time.
Development Time: Two months.
Description: Hard-coded using OpenGL primitives and without the use of an engine, the Roadwise Simulator was the first large-scale project undertaken by the team. Featuring a randomised terrain layout, customisable road conditions and tracking data such as collision speed, reaction distance and reaction time, the Simulator would later be demonstrated at Murdoch’s CECIS conference.
Features:
- Randomly generated maps
- Collision data collection
- Customisable road conditions
Screenshots:

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Flamer
Brief: Created for ICT311: Advanced Games Design and Programming.
Development Time: Two and-a-half weeks.
Description: In Flamer, players take the role of a small daemon terrorising a local village of harmless inhabitants. Players use a third-person perspective to hurl fireballs into the villagers, igniting them and hopefully immolating the entire village before the five minute time limit runs out.
Players must be careful, as the village is defended by the invulnerable Seltzer, who will use his control over the power of water to douse flaming villagers and drive you out of the area. He must stop to recharge at the water fountain on a regular basis, so use his routine against him to destroy the entire village!
Features:
- Supports networked multiplayer over a LAN for 1-4 players
- Lua-scripted AI
- Custom-built Equinox engine
- MD2 animation support
Screenshots:

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Generic Tank Wars
Brief: Created for ICT311: Advanced Games Design and Programming.
Development Time: Four weeks.
Description: Generic Tank Wars puts the player back in a simpler time when men were men, tanks were men, and you couldn’t drive two metres without something exploding in your face. Taking control of a generic cartoon tank, players aim to destroy the evil red tanks, who doubtless committed some generic offence in what can best be described as a mysterious past.
Features:
- NovodeX physics engine integration
- Supports networked multiplayer over a LAN for 1-4 players
- Lua-scripted AI
- MD2 animation support
Screenshots:

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Legend of Amaruk
Brief: Created for ICT309: Software for Games Development
Development Time: One and-a-half weeks.
Description: The Legend of Amaruk puts the player into the role of Edward, fresh-faced youth determined to rid his village of the goblin invaders. Armed with only his trusty knife and the mysterious ability to explode flames around him, Edward must find and slay all goblins within the village before the timer runs out.
The Legend of Amaruk was the last game built with the hand-coded Equinox engine and included for the first time a hand-built camera-waypointing and dialogue system to give players a real-time introduction to the setting.
Features:
- Combat moves including block, slash, jump and flame nova
- Scratch-built camera waypointing and dialogue system
- Multiple enemy types
- Powerups including health pickup
- MD2 animation support
Screenshots:

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Pissweak
Brief: Created for ICT309: Software for Games Development
Development Time: Two weeks.
Description: Pissweak allows players to take the role of that most illustrious of careers – a high school janitor. Facing a urinal infested with Gremlins and more then likely less than sober, players must attempt to cleanse the urinal of Gremlins armed with nothing less than their own urine and a seemingly never-ending supply of generic-brand beer that drops out of the ether.
Features:
- Scratch-built urine particle system
- 10 levels of difficulty
- MD2 animation support
Screenshots:

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Murdoch University Library Simulation
Brief: Created for ICT312: Virtual Environments for Games and Simulations. The team was tasked with recreating the university library from scratch, with the aim that the final product could be used as a walkthrough for prospective students or those unfamiliar with the campus.
Development Time: Two months.
Description: Murdoch University has a beautiful campus - from the picturesque, green Bush Court to the multi-level university library, this simulation had none of it. What it did have, however, was a huge level of detail, and an impressive collection of real-life objects incorporated into the simulation. Ultimately however, development time was cut short to work on our next feature, Groundup.
Features:
- Waypointed AI
- A small red button which, when pushed, collapses all known reality
- MD2 animation support
Screenshots:
Available upon request.
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Groundup
Brief: Created for ICT312: Virtual Environments for Games and Simulations.
Development Time: Four weeks.
Description: Groundup lets you, the player, live out the dream of the everyman – getting into a ridiculously proportioned bulldozer, and running over aliens. Yes, let nothing stand in your way as you plow through herds of cartoon extraterrestrials, whose only crime is their wandering existence. Be careful though, if you let the lead alien round up all the other aliens and take them to escape pad, you’ll lose the game! For some reason!
Features:
- Simple vehicle physics
- Waypointed AI with flocking algorithms
- MD2 animation support
Screenshots:
Available upon request.
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Crystal Wars
Brief: Created for ICT313: Games Technology Project with the client Jean du Buisson, head of K29 Edutainment and president of the Australian Digital Content Association, as well as Shri Rai, lecturer at Murdoch University.
Development Time: Six months.
Description: Crystal Wars is a fast-paced, multiplayer oriented game that blends the RTS and RPG genres to create a unique experience. Players form two teams of three-to-five people each, choose from six unique character classes and attempt to be the first team to control five of the seven crystals scattered across the map.
Character classes in Crystal Wars possess a unique skill tree which enables them a huge variety of specialisation thanks an innovative system of upgradeable skills. Short, hectic rounds ensure that players will be able to play one class in dozens of different builds, suiting every occasion.
Crystal Wars uses the award-winning Torque Game Engine with custom-built user-interface and control code, as well as a custom-built skills system and scratch-built characters with shared skeletal animations. At the time of this writing, Crystal Wars is in early alpha testing with an eye to a 2007 release. Visit the official website at http://www.crystalwars.com/ for more details.
Features:
- Supports networked multiplayer over a LAN for 6-10 players
- Waypointed, reactionary AI
- 6 unique character classes
- 14 unique skills per character
- 8 unique summonable creatures
- Unique souls system which rewards PvP combat
Screenshots:

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