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Ben Cooper
     Game Developer 
       Unity Engine,   C#
       Lifelong Learner

Welcome to my portfilio, where I showcase my journey as a game developer. I have a passion for creating immersive game mechanics. By constantly improving my skills in Unity Engine and C#, I develop game systems that faithfully mirror real world systems. By aiming for an element of authenticity I want my games to make your heart race, make you smile, and make you want to see more.

Projects

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Adventurer’s Guild: Guardians of the Ledger

Step behind the counter and into the heart of adventure! Live the experience of the unsung heroes, managing quests, guiding adventurers, and safeguarding the fate of the realm from within the guild hall. The stakes are high, even for those who never leave the desk.

  • Quest management system.

    • Speak with clients to draft quests, negotiate rewards, etc.​

  • Continuous NPC Interaction

    • Interact with adventurers, clients and citizens on a daily basis, many of which are recurring characters.

  • Inventory & Economy

    • Appraise and negoiate prices to buy loot from adventurers, store it in the guild hall, and re-sell later.

  • Randomlly generated content.

    • Quests, NPCs, ethical dilemmas are different every playthough!​

  • World Progression

    • Player decsions impact the prosperity of the entire region, with increasing stakes as the game progresses.​

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Zero Engine

A classic retro space shooter with a modern twist! Aliens have invaded the Earth! Pilot one of Earth's prototype space fighters to save humanity alongside your sentient AI Achilles.

  • Combat Mechanics

    • Player: shields, hull damage, different weapons, mobility.

    • Standard enemies can be defeated with normal shots.

    • Elite enemies require limited use weapons.

    • Boss enemies have special mechanics.

  • Inventory & UI

    • Shield & Health bars, ammo counter, cooldowns.​

  • Physics

    • Gravity and weightless physics.​

  • Unique Level Mechanics

    • Each level has a unique camera behaviour & feel, yet all are seemlessly connected with interactive cutscene transitions.

    • Boss battles.

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Jump Guy

He run, he jump, he swim. He stomp bugs. Why he do this? It's fun!

  • Animations

    • Player: Running, jumping, swimming, taking damage.​

    • Enemies: Movement & taking damage.

  • Enemy interaction & health mechanic.

    • Running into enemies incurs player damage.​

    • Jump on enemies to defeat them!

  • Inventory System

    • Collect jewels and spend on extra lives.​

    • Collect keys to unlock doors (or save for later.)

  • Physics, collision detection & raycasting.

    • Different types of terrain.​

    • Water physics.

  • UI

    • Inventory, lives, health, breath(under water).​

  • Level progression.

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