Projects
Ongoing
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I’ve been producing music and publishing it online for people to listen to and enjoy. Originally, I produced using Nanostudio on my iPad, but eventually moved onto FL Studio, of which I’ve been using ever since.
The earliest music I released under the name Porff was an EP called New Frontier on the 27th March 2020, with my first album being Reborn on the 21st July 2021, in which I remade a large number of my older tracks I had previously released under a different username. My most recent track is Summer Rain, which I produced for Dry’s Summer Collab, and released on the 18th Oct 2022!
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Galactic Soup Studios is a small group of friends I’m a part of where we just take part in game jams together and generally just have fun making things! We don’t make any money off of what we make, all our stuff is free, and you can find our Itch page here!
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I’ve been slowly deep diving into graphics rendering with the hopes of learning Vulkan and experimenting with various areas relating to graphics in the future!
Currently I am going through Learning Modern 3D Graphics Programming by Jason L. McKesson and making notes, and I plan to move onto the Vulkan Tutorial website afterwards. I also have the fourth edition of Real Time Rendering that I am currently reading too.
2023
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After producing Cath and Cawl, me and most of the people who worked on it decided to stick together under the name Galactic Soup Studios, where we would just partake in jams and make things together.
This was the first game jam we participated in under said name, called the MiniJam #143! We had 3 days to produce something with the theme of Ink and limitation of “Player must manage multiple entities”. We decided to go for a tower defence style game where you had to fire ink at towers to power them!
I was responsible for all the art produced in this game jam, and took the opportunity to learn subpixel animation, where you use techniques to smooth out the animation, which is especially handy when you have few pixels to work with! I found this has really taken my animations to the next level, and am really proud of the work I have produced for this jam!
The game jam page can be found here, and our entry can be found here!
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We had 2 weeks to produce a game around the theme of Cozy, with the goal of taking your time to develop it instead of the usual short rush. I joined a team of 7 people, and I was tasked with creating the tilesets and various objects you’d find throughout the map.
Furthermore, the jam had optional limitations, one of which was to only use a specific colour palette that they had provided. I decided to stick to this limitation, and ended up producing a total of 3 tilesets and 11 different sprites at a tile size of 32x32.
The game jam page can be found here, and our entry can be found here!
2021
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During university I took part in the 2021 Global Game Jam, where we had 2 days to produce a game based around the theme of Lost and Found. I decided to solo develop for this jam, as I felt comfortable enough with skills to be able to handle all aspects of the game. I really wanted to go for something atmospheric with a meaningful message, as I find I tend to lean towards stories that teach people meaningful things in life!
I actually found this jam quite challenging, as while I had a small scope and clear goal in mind, I also had to delve into programming things I had never programmed before, such as adding a dark fog slowing closing in on the player with tendrils poking out (inspired by Celeste). In the end I was able to put everything together with a high level of polish, and it become a small project I’m quite proud of!
Download for the game can be found here!
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For my final year project I decided to try and produce a platformer fighting game, since it was something I was interested in at the time and had the skills to produce (Though I definitely underestimated how hard it was to get right with animations and values). However, I wanted to add some twists to the fighting game genre, with momentum based damage and damage buildup, with the idea of encouraging players to be more aggressive and combo to kill their opponent early (This definitely made balancing much more complex).
Overall, I had an amazing time trying to put together the prototype I did, and while its very barebones, I learned a lot and would love to eventually get back to this idea when I can! You can find the prototype here!
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For one of the final year modules we had to produce a mobile game to play using Apple’s development kits. This was quite a fun little project to work on, as I went for a very simple idea where you have to try and fry a pancake to a perfect golden texture! It was a bit of a challenge trying to figure out how to properly use Swift to make it, but I’m pretty happy with the result!
2020
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Heart was the result of my first mostly solo game jam, which was based around the theme of Repair. I wanted to create something meaningful, so I decided to build the game around the idea of helping a friend with their problems and healing their heart. The game itself is quite simple, the heart would say something and you would have to choose the response that would best help the heart. Respond correctly enough times and you’d help the heart open up and listen.
One of the hardest things about this project was writing all the dialogue, as there ended up being a total of 4 sets of dialogue with 9 statements each and 3 responses to each statement. Thankfully, I had a friend help write it, and I also made sure to run everything through a friend of mine who was a trained therapist, as I understood the sensitivity of the topic I was going for. It paid off fortunately, as a few play testers got quite emotional playing the game.
Download for the game can be found here.
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For this module we had to produce a game engine and a game to go with that engine, using a graphics API that one of the lecturers had made for us to use. The main challenge with this was learning how to render 2D sprites onto the screen, as we still had to define what each pixel showed and such.
I very much enjoyed this one, as it was fascinating to delve into the topic of rendering and getting stuff like animations to work. I was also learning pixel art at the time, so I was able to make full use of this to try it out in my project, to great success. While the game itself wasn’t the best, especially with the bouncy physics, I’m still really happy with how this one turned out!
2019
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For the first year of university we were taught how to use C++, which I was able to quickly pick up on thanks to learning how to code when I was younger. The module got us to make a Snake style game based around a certain idea that the lecturer provided, this time being that the snake is underwater.
While not really that notable, it really helped me get into the swing of things, and it was quite fun figuring out how to program in certain mechanics such as gravity if the snake was ever out of the water! Overall, a very fun project!