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Otto Game Project
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Otto Game Project
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Audio Visualiser
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Graphics Engine
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Digital Decent
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Digital Decent

About

Welcome! I am Jeremy Zoitas

I am a games programmer who has experience with c/c++, unity, and much more, which can be found on my resume.

I have a Bachelor of games and virtual worlds(Programming) at AIE(Academy of Interactive Entertainment). Throughout my study, I have gained experience in physics, graphics, AI, and audio programming. Including the use of Unified Modeling Language (UML), class diagrams, and agile development for projects. I have learned a lot about group projects, communication, and teamwork at AIE as I have done many game jams and major group projects.

I love finding solutions to problems that I come across when programming and learning how to improve my work. I also find it refreshing to work with others to find solutions to problems or just discuss ideas with each other.


Feel free to contact me at:
Jezz331@gmail.com or my mobile: 0430 612 606


Social Links




Education

Bachelor of Games & Virtual Worlds(Programming) AIE(Academy of Interactive Entertainment)

Melbourne - Australia

2017-2019


Certificate III in media(VET) Swinbourne Secondary Colledge

Melbourne - Australia

2015 - 2016


VCE Swinbourne Secondary Colledge

Melbourne - Australia

2015 - 2016


Skills

C/C++ Visual Studio


Unity C#


Agile Methodologies


Source Control GitHub, TortiseSVN, SourceTree


Documentation UML(Unified Modeling Language), Class diagrams, TDD(Technical Design Document)


FMOD Low-Level API C++ Application


Check Out My Work

Portfolio


Otto - Unity


GitHub LinkItch.io Link

Otto is a third-person platformer that I worked on in my second year of university with six other people, two programmers, two designers, and two artists. We had 4-5 months to come up with an idea, create the technical design documents, pitch them and make a smooth experience with a functional gameplay loop.

Some features got cut to account for over-scoping, Which made it easier to focus on the important mechanics. However, this did not take away from the project as it was only a demo that could be turned into a full game later on in the future if pursued.


I have learned a lot from this project such as a strong understanding of how to work effectively in a team, how to delegate tasks with others, and using a workflow such as scrum meetings which let us keep each other up to date and help one another.


Stake Driver - Unity


This was a game jam project that I created with a couple of others. The game jam went for two and a half days and the theme was that the game had to be on mobile.

So we decided to do an endless type of game where you try and survive the longest and get the most kills. For the project, I worked on the enemies, score, and the endless gameplay loop. I made use of object pooling with the enemies to hopefully make the game run well on mobile as that was one of the concerns.

I am pleased with how this turned out however we only tested it on the mobile the last day and found that it ran poorly despite the previous efforts and needed more optimization.
GitHub LinkYoutube video

Digital Decent - Unity


GitHub Link
Digital Decent was my first-ever group project. The concept of the game was to be a side scroller dungeon crawler that was procedurally generated.

We overestimated what was needed to be done, as this was our first group project we thought we had more time, however, this was disrupted by source control corruptions early on as we figured out how to work together on a project as well as miss-communication and team members leaving.

Looking back I am happy how this turned out as it plays as intended and the menus work smoothly, although some features and gameplay could use some polishing.

Graphics Engine - C++ Application


This is a graphics engine that I created for university. It loads in models from the code and renders them to the screen.

To do this I used GLFW(Graphics Library Framework) and glCore to help create scripts that can apply textures and shaders to objects, render objects in the scene, apply lighting to objects, and make particle emitters.

It also includes a camera controller which can fly around the scene and rotate based on the mouse movement. I gained a lot of knowledge about what goes into graphics programming and how to create and use shaders, texture maps, lighting, and more.
GitHub Link

Audio Visualizer - C++ Application


GitHub Link
This is a project which I made for an assignment that uses FMOD's low-level API to display audio that is being played also known as an audio visualizer.

It can load music/audio files, play, pause, change the volume of the audio, and can change the intensity of the visuals.

From completing this project I gained a wide experience and knowledge in audio programming especially using FMOD's low-level API.

FPS Character Controller - Unity


I completed this project in my third year of university, I was required to make a game component or system that could be sold or distributed to help others.

I chose to do a first-person character controller which had a variety of features that could be toggled on or off to help create a controller that would fit the user's needs.

In the end, it could sprint, slide, crouch, prone, strafe, bunny hop, shoot, walk, and more. Overall the controller could be used for fast or slow-paced games.
GitHub Link


However I focused too much time on getting strafing and bunny hopping to work that I missed out on features such as leaning around corners, etc. From this experience, I learned a lot about character controllers, how they all differ and how many features it would take to make a universal fpscc.


AI Project - C++ Application


GitHub Link
This application includes several different AI techniques. Each of the shapes has its own AI behavior. The two white squares in the graph path find using A* to move to the other side of the grid while avoiding the black squares then resetting and repeating.

The blue square follows the mouse is on the screen and flees from it when the space bar is held down. The red circle seeks the mouse but avoids going through the center. The yellow square randomly wanders around.

Lastly, the green square flees from the center of the application but can also be controlled using WASD.

From this assignment, I've learned a lot about pathfinding algorithms including AI, and their different AI behavior states which I think about whenever I create AI today.


Physics Engine - C++ Application


This physics engine includes both 2D and 3D physics. It uses rigid bodies to apply the physics to boxes, spheres, planes that can all collide and react, with the use of AABB(axis-aligned bounding box). There is also some friction applied to stop the objects from bouncing around the scene.

The 3D physics does the same as the 2D but also uses OBB(orientated bounding box), however, I didn’t manage to get 3D rotations working correctly which caused the squares to bug out, so the physics for the squares are commented out.

Besides that, I am pleased with how it turned out and the knowledge I gained.
GitHub Link

Unity Physics Demo - Unity


GitHub Link
This project was created to demonstrate an understanding of unity’s physics features and how to use them.

The demo involves a variety of features, such as a first-person controller which can jump, crouch, and interact with objects, a little motorized slab, a ragdoll slide, two wrecking balls one which uses joints and the other with springs, also a giant Jenga tower which has different weighted objects that can be thrown at it.

Spatial Partitioning Test - Unity


This program tests different Spatial Partitioning techniques against each other in Unity, for example, it tests the naive approach to a K-dtree.

It does so by using a group of AI that walk into each other and look for the closest opposite color. This project was created to aid a research paper I needed to write.

The purpose was to see how much spatial partitioning techniques make a difference. To do so I created a K-dTree and used a QuadTree to test the framerate differences. From my findings, it improved the performance by about seven times.

GitHub Link


Overall this project turned out great I learned a lot about spatial partitioning and how to optimize a real-time strategy game with hundreds of AI on the battlefield.



Feel free to contact me at:
Jezz331@gmail.com or my mobile: 0430 612 606

Social Links