Mei Yee Do
(A.K.A Maya)
An Aspiring Games Programmer
University Dissertation - An Analysis of Context Steering within a Dungeon Crawler Style Game
Project Duration: September 2024 - Current
Engine, Language and Tools: Unity, Context Steering Package, Procedural Room Dungeon Generator Asset.
For the final year of my undergraduate course, Computing for Games at Falmouth University, I am writing my dissertation about the context steering framework and developing an artefact that involves an AI agent with context steering to navigate a randomised dungeon map and collect targets around the map whilst avoiding obstacles. The context steering framework is one that allows different types of AI behaviours to merged into one agent whilst smoothing the agent's movement, improve the decision making during run-time, and maintaining steady frame rates.
As part of the artefact, the features I have developed are:
- A modification of a procedural map generator to allow for entities to be spawned
- Target Selection for the context steering agent
- Collision Tracking
- Data Management system that stores the parameters and variables required for my experiment into an CSV file
- Game Manager that allows for the simulations of my experiment running to be automated and stored
Other skills I have developed during the dissertation is:
- Writing unit tests
- Agile practices in purely a software engineering context
- Using Python/R code to analyse data
- Performing statistics tests
- Writing in a research context
Link to GitHub repository: https://github.com/mydo99/Dissertation-ContextSteeringDungeonCrawler.git
Aurora Lights Graphics Simulation
Project Duration: September 2024 - January 2025
Engine and Tools: OpenGL, C++
This 3rd year module of the university course required us to create a graphics simulation of our choice and follow the graphics pipeline to develop it including adding improvements and optimizing the artefact. For my artefact, I chose to do a simulation of the Aurora Lights in OpenGL using a particle system and Kernel blurring. As part of this module, I learnt how to:
- Draw shapes, textures and meshes onto a screen
- Set up a camera system to navigate a scene
- Write shaders using OpenGL's shader language
- Transform objects during run-time
- Set up a particle system in OpenGL
- Use a blurring technique in shader language
Link to GitHub repository: https://github.com/mydo99/AuroraLightsGraphicsSimulation.git
Boss fight prototype in Unreal Engine 5
Project Duration: September 2023 - January 2024
Engine and Tools: Unreal Engine 5, C++, Blueprints
As part of a second year module at university, our assignment required us to recreate a boss fight from an existing game of our choice. The assigment also required us to:
- Create a playable game loop
- Use Unreal Engine 5 and program some functionality in the prototype using C++
- Use the AI behaviour tree system for our boss
- Optimise our game using the tools provided by Unreal Engine 5
- Create a poster presenting how we have optimised our prototypes
For my prototype, I recreated aspects of the first boss fight from the game, "Kirby and the Forgotten Land" by Nintendo, Gorimondo. I chose this boss fight to recreate because I had recently completed the game at that point and it was a simple yet interesting first boss fight. As part of the prototype of my assignment, I had to:
- Closely recreate the player's inhale and exhale mechanic from Kirby (done in C++)
- Spawn 'stars' around the map for the player to inhale and spit at the boss (majorly done in Blueprints)
- Implement AI behaviour for the boss to closely imitate the attacks from Gorimondo (done in Blueprints and in-engine Behaviour Tree)
- Implement main menu and HUD for displaying healthbars (done in Blueprints)
Link to GitHub repository: https://github.com/mydo99/BossFightPrototype-Gorimondo-KirbyAndTheForgottenLand.git
Contacts
Email: meiyeedo@gmail.com
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GitHub
CV: download here