Briana Dempsey
Programming student at FutureGames. I’ve been enjoying honing my skills in Unreal and Unity with C++ and C#, but LUA is still my enemy.
Pixie Engine
Pixie Engie started as a project for my Engine and Tools specialization course. The course was four months long and the goal was to create an engine and editor that could support the creation of a basic spline game (such as classic Star Fox). The first three months and a bit were dedicated to engine...
A Year of Flavours
Group Project 4 4 weeks 12 students Unreal Engine 5 & C++ Teams were required to feature four seasons in their projects. Our team decided to make a cooking game that evokes cozy Swedish nostalgia through its art and the memories of the main character, Grandma. Major Contributions: More Detailed dev blog coming soon…
Castlebound
FutureGames group project 3 Duration: 7 weeks A fixed camera puzzle horror game. Come have a spooky time with some puzzles. I was responsible for the camera and movement system, some camera placement, one of the puzzle management systems, some components to make it easier for actors to react to eachother, some very simple sound...
Jelly’s Journey
FutureGames Group Project 2 Development time: 4 weeks Contributions: Room loading and encounter tools. Jelly’s Journey by Futuregames [In depth dev blog here later]
Fable Thief: Masks of Legends
My first group project at future games. Devblog not yet written FableThief: Masks of Legends by Futuregames
Dithered Light and Shadows
A Shader Journey On and off for the last three years I have been refining a stylized lighting shader to evoke my favorite textures in pixel art. My first attempt was in unity, and focused almost entirely on shader graph work. My next itteration was in Godot, and was done entirely in their text based...
3d model to 2d sprite via LUA script import to Aseprite
Fairly early while working on my side scrolling demo, I found that I had an easier time tweaking animations in Blender than I did hand animating in 2d. However I liked the aesthetics of sprite animated characters better, and had not yet started learning to write custom shaders. One other reason I decided to render...