Paul Erwich

Paul Erwich
Portfolio

This webpage showcases several professional, personal and university projects completed by myself or with a team, with personal contributions detailed below.

Red Dead Redemption

During my placement at Double Eleven I had the opportunity to work on the PC port of Red Dead Redemption.

  • C++
  • UI
  • Bug fixing

Between worlds

This is a locally networked platformer using C++ and SFML. The project was created in a group of 5. I was responsible for developing the backend systems for level streaming, from CSVs, and all the network code.

  • C++
  • Networking

Augmented Reality Project

This project involved creating a prototype to increase engagement in STEAM subjects. A tool was made to help teaching Keystage 1-3 level geometry. This was done using Vuforia for Unity. The result was an AR application allowing the connection of physical images to virtual objects.

  • Unity
  • Vuforia Plugin

Pacman

This is a recreation of Pacman using C++ and SFML. The implementation includes AI similar to the original along with 2 alternating levels for the player to complete.

  • C++
  • AI

Networked chatroom

This is a networked chatroom created using C++ and SFML. This was a project i enjoyed developing, and have since been continuing to use networking within SFMLs framework. It showed me how important it is to plan a project at the beginning and ensure the codebase is as adaptable as possible.

  • C++
  • Networking

LEGO Project - Unreal

This project involved creating a vehicle building system similar to that used in Banjo Kazooie nuts and bolts. This implementation was done in Unreal 5 using Blueprints. The final project includes a garage where vehicles can be built and then put into the world.

  • Unreal 5
  • Blueprints

LEGO Project - Unity

This project involved creating a vehicle building system similar to that used in Banjo Kazooie nuts and bolts. This implementation was done in Unity using C# scripts. The final project includes a garage where vehicles can be built and then put into the world.

  • Unity
  • C#
  • Physics

Level Design in Unreal

This project involved blocking out a level. I made use of the new Fracture system to make exploding buildings adding to aesthetic of my level. It also includes a minimap and an onscreen objective to help guide the player through the level.

  • Unreal 5
  • Blueprints
  • Physics

Platformer

This is a Platformer I created using C++ and SFML for a big year 1 assigment. This was a solo project where I was tasked to create a Platformer with 1 level and collectables. In the end I had a much more complex project with multiple levels, enemies and projectiles.

  • C++
  • AI
  • Restricted Library use

Rescue Scenario

This is a project created in Unity using a model I created in Maya. You control a flying train which can then use the claw on the back in order to pickup boulders from an avalanche. The avalanche was created using a variety of particle systems and physics objects.

  • Unity
  • C#
  • Physics

Boss-Beater

This is a group projected created using Python and PyASGE. PyASGE is a python module similar to SFML. It's a top-down, turn based game. The player is able to use both melee and ranged attacks to defeat a variety of enemies across multiple interconnected maps. I contributed the map switching system, inputs, class structure and creating the tile maps.

  • Python
  • AI
  • Pathfinding

PONG

This is a recreation of PONG made using C++ and SFML. There is a 2 player mode, where you both control paddles on opposite sides using the same computer. There is also a single player mode where you play against a simple AI, that's rather difficult to beat.

  • C++
  • AI

Pirate Game

This is a battle royale Pirate game created in python using PyASGE. This game is played against several AI. There are various powerups and the enemies all have behaviour trees, making them do various actions depending on their health and position. To win you must defeat all your enemies and become the ruler of the high seas.

  • Python
  • AI
  • Pathfinding

Game Jam - Colour Clones

This game was created for Mini Jam 111: Colors. I did this Jam with 1 other person using Unreal 4. The game is an arena shooter where you have to defeat enemies using the corresponding color bullets. We were able to complete the game as we wanted within the time limit of the Jam (3 days).

  • Unreal 4
  • Blueprints
  • AI

Game Jam - "Ran out of time"

This game was created for Mini Jam 112: Chrono. I did this Jam with 2 other people using C++ and SFML. This game is a platformer where you need to collect several pieces of your way up the tower. We were happy with the finished game, and enjoyed developing it together over the time of the Jam(3 days).

  • C++
  • Platformer

The Train

A mobile game designed within a group. There is documentation and a demo available in the Github Repo. The demo works on both PC and Mobile. It's designed to showcase the game and prove that the concept is viable. The game involves the player driving a train across America during an apocalypse. Think of it as a roguelike tower defence game.

  • Unity
  • C#
  • Mobile Game
  • Group Project

Space Invaders

This is a version of Space Invaders created using C++ and SFML. There are 4 different modes which see the Ships follow different curves, instead of just moving in straight lines. This is done by treating the center of the window as 0,0 and then moving the ships along Sine and Quadratic curves.

  • C++
  • Vector2 Curves

Breakout

This is a version of Atari Breakout created using C++ and SFML. It's similar to the original game, although there is only 1 level. The game has a bouncing ball and there are also gems that drop in various places and various intervals.

  • C++

Adventure Game X

This is a text-based adventure game I created in college using C++. It's the first game I created and at the time I only had knowledge of the OOP pillars along with knowledge of creating classes and using pointers. Despite this, I was able to create a complete text-based game that pits the user in a Maze full of enemies that increase in difficulty as you progress.

  • C++
  • Text-based