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index.html
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<!DOCTYPE HTML>
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<html>
<head>
<title>James Barber</title>
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<h1>James Barber</h1>
<h2>Games Development Graduate (BSc and MSc)</h2>
<p> Unreal Engine 5 in C++ || Unity in C# </p>
<a href="https://github.com/Tuffy137" class="icon brands fa-github alt"><span class="label">GitHub</span></a></li>
<a href="https://www.linkedin.com/in/james-barber-a163671b7/" class="icon brands fa-linkedin alt"><span class="label">LinkedIn</span></a></li>
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<ul>
<li><a href="#intro" class="active">Introduction</a></li>
<li><a href="#first">Portfolio</a></li>
<li><a href="#second">Skills</a></li>
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<h2>Introduction</h2>
</header>
<p> Hello! Welcome to my portfolio site. Here you can see all the projects I have worked on, these being small projects too learn a single to a range of mechanics in games. These have all been developed
<b> without </b> design and graphics in mind.</p>
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<!-- First Section: Unity -->
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<h2> My Unity Projects </h2>
<span class="image"><img src="images/Unity.png" width="200" height="200" alt="" /></span>
</header>
<ul class="features">
<li>
</li>
<li>
<h3> Boss AI in 2D games </h3>
<span class="image"><img src="images/Boss AI.png" width="400" height="400" alt="" /></span>
<p>
My final year project in Unity, where the aim was to create 2D bosses using a finite state machine, fuzzy state machine and behaviour tree. The bosses were all designed to be the same except for the AI model the boss followed.
This taught me not only the theory behind each AI model, but also how to develop them inside of Unity.
</p> <!--ADD LINK TO GIT PAGE OF BUILD-->
<h3> Virtual Reality (VR) Project (Any VR) </h3>
<!--<span class="image"><img src="images/Boss AI.png" width="400" height="400" alt="" /></span>-->
<p>
This VR project taught me how to develop a VR game, in both theory and development. The design itself wasn't the key part of the project, moreover how to script and integrate player interactvity into a VR playspace.
This includes UI both on the player and worldspace, interacting with objects in the world and direct movement in VR. I did also learn how to do teleportation movement however that was not included in the project itself.
</p>
<h3> Mobile Idle Game </h3>
<span class="image"><img src="images/MobileGame.png" width="400" height="400" alt="" /></span>
<p>
In this project I made an idle game for mobile devices (Android only). This taught me how to build for mobile devices and also add microtransactions, banner ads and an auto-save function.
It also taught me how to balance an incremental economy for idle games with the tie in of a mini-game like many idle games have. Additionally it taught me aboout UI management and how to arrange UI, specifically for
mobile devices however this skill is tranferable to larger screen UI.
</p>
<h2> Unreal Engine 5 (UE5) </h2>
<span class="image"><img src="images/unreal.svg" width="200" height="200" alt="" /></span>
<h3> Master Project </h3>
<p> Given all of my master projects were in UE5 and all centered around different AI types in games, I figured I'd write about all of them under this one header.</p>
<!--<span class="image"><img src="images/Boss AI.png" width="400" height="400" alt="" /></span>-->
<p>
Throughout my masters I created different AI types that players would typically see in games, these being: Neutral, Enemy Melee and Ranged, Friendly, Boss and Swarm. Swarm intelligence is one that I would like
to highlight given it is not only my favourite to create, but also one that I think is currently under-utilised in game development (more on this in the skills section). All these AI models were developed throughout
my masters project and then in the final projected updated, optimised and put into one level altogether. They were put together to show my skills in AI and how I can create many different AI and optimise them, even if
they have basic commands.
</p>
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<h2>Skills</h2>
<p> My strongest area in game development is definitely my AI, with my work in my Masters being centered mostly around Unreal AI and my current and previous work on Unity AI as well. I can develop other areas
of games as well rather efficiently and with the areas I do not know I am a fast learner and can learn to code new mechanics rather quickly. </p>
<p> If I had to highlight one area of AI I excel at it would be swarm intelligence. Not only do I really enjoy it and am more enthusiastic about this area of AI but I feel that this model can and should
be applied more in games as it has so many optimisations and easier to manage development wise whilst still giving the player immersive AI in the game world. In the future I plan on making a project which utilises
swarm intelligence to a much larger scale to not only demonstrate the capabilities of this AI model but also show my abilities in programming it.</p>
</li>
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