Eryth Davidson Dev

Scotland-based aspiring game developer

Portfolio

Mixed Signals

A narrative-focused puzzle game.

Mixed Signals was developed in Godot, primarily using C# with some GDScript, as part of university coursework in my third year. I worked in a team of 8, as the lead programmer of two.

DX11 Mountain Lake Scene

A scene rendered in DirectX 11, using a university-provided framework.

Developed in my third year of university. Demonstrates:

  • Vertex manipulation for realistic Gerstner waves and terrain heightmapping
  • Dynamic tessellation
  • Instanced billboarded grass using the GS
  • Depth of field post processing
  • Dynamic point, directional and spot lights
  • Specular highlights
  • Depth-mapped shadows
  • Model loading

Broke, Breaking and Broken

An upgrade-centric arena shooter.

Developed using the SFML library in my first year of university. Players slay ghosts, collect money and purchase upgrades. Demonstrates:

  • Scene swapping
  • Animation
  • AABB collision
  • Simple GUI
  • Music and SFX
  • Efficient object management
Gameplay of Broke, Breaking and Broken.

Connect-4 MCTS AI

The Monte Carlo Tree Search algorithm, optimised to create a strong AI opponent for Connect-4.

A terminal application developed as part of university coursework in my third year. Combines the MCTS algorithm with Connect-4 specific game knowledge to create a reliably strong opponent. Contains features for testing the AI’s performance with a variety of tweakable parameters.

Me playing the MCTS AI at Connect 4 (and losing)

OpenGL House Scene

A simple scene rendered in OpenGL, using a university-provided framework.

Developed in my second year of university. Demonstrates:

  • Use of stencil buffer
  • Transparency
  • Lighting
  • Model loading
  • Hierarchical animation
A showcase of the house scene.