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Portfolio - Bradley Austin

Lecturer - Technical Designer - Indie Game Developer. Teaching games design, 3D modelling, animation and games engines at South Thames College in London. Games created in small teams for Jam events. Make Something Unreal Live. I was programmer for Kairos Games, one of the 4 final teams in the 2012/13 MSUL competition. We made: PolyMorph! Exploring the use of Emergent Artifical Inteligence in games and how it can be used to create and enhance gameplay. Dare to be Digital.

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Portfolio - Bradley Austin | bradleyaustin.co.uk Reviews
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Lecturer - Technical Designer - Indie Game Developer. Teaching games design, 3D modelling, animation and games engines at South Thames College in London. Games created in small teams for Jam events. Make Something Unreal Live. I was programmer for Kairos Games, one of the 4 final teams in the 2012/13 MSUL competition. We made: PolyMorph! Exploring the use of Emergent Artifical Inteligence in games and how it can be used to create and enhance gameplay. Dare to be Digital.
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1 bradley austin
2 games lecturing
3 game jams
4 dissertation
5 earthfleet
6 sector battle
7 roller
8 polywars
9 incognito
10 trashsmasher
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Portfolio - Bradley Austin | bradleyaustin.co.uk Reviews

https://bradleyaustin.co.uk

Lecturer - Technical Designer - Indie Game Developer. Teaching games design, 3D modelling, animation and games engines at South Thames College in London. Games created in small teams for Jam events. Make Something Unreal Live. I was programmer for Kairos Games, one of the 4 final teams in the 2012/13 MSUL competition. We made: PolyMorph! Exploring the use of Emergent Artifical Inteligence in games and how it can be used to create and enhance gameplay. Dare to be Digital.

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bradleyaustin.co.uk bradleyaustin.co.uk
1

PolyMorph - Bradley Austin

http://www.bradleyaustin.co.uk/udk_msul.html

I am part of Kairos Games, one of the 4 final teams of the 2013 Make Something Unreal Live competition backed by Epic Games, the Wellcome Trust, UKIE, nVidia, Logitech and Blue GFX, in association with the Gadget show. This was an amazing opportunity for games design teams based in Europe to win the grand prize of an Unreal 4 licence. Unfortunately our team did not win the grand prize, but took second place and was awarded an Unreal Engine 3 Licence! You can follow our progress on the links below:.

2

GameJams - Bradley Austin

http://www.bradleyaustin.co.uk/gameJams.html

Manic Monday - Global Games Jam 2015. A 48 hr jam with the theme 'So what do we do now'? A multiplayer co-op office simulator, play as Owen and Wilson and have a normal day at work. Poltergeist - October Unreal 4 Jam. A 48 hr jam with the theme 'Bump in the night.'? We won some Unreal 4 subscription time. (Before it was free.).

3

FYP - Bradley Austin

http://www.bradleyaustin.co.uk/unity_fyp.html

What do ant colonies, snowflakes and internet communities have in common? They all display emergent behaviour, many simple components come together to create something remarkably complex. I have taken this principal and applied it to game Artificial Intelligence, in order to create interesting gameplay elements. The practical side of the project was to create three gameplay prototypes that use emergent behaviour in the Unity engine. I presented this project at GradEx.

4

SectorBattle - Bradley Austin

http://www.bradleyaustin.co.uk/unity_sectorbattle.html

The project was to create a board game in Unity, I chose to create mine on a 3D board. The board, scenery and units are built dynamically on startup, allowing the user to pre-define all of these values in the Unity inspector. The ships will path to their destination by using a 3D A* script I adapted for unity C# by Roy Triesscheijn. Two teams must move their ships into combat, attack ranges are maked by red spheres. Once a unit is in attacking range it will fire automatically at the end of it's turn.

5

TrashSmasher - Bradley Austin

http://www.bradleyaustin.co.uk/misc_trashsmasher.html

Created in half a university semester, this prototype game had to include the theme of 'recycling'. The aim of the game is to escape the planet by using old trash to upgrade your ship. I worked with Dennis Foster. We decided to create our game around physics and so my job was to implement the chosen Box2D engine, and to create the mechanics around it. Music used is from the game FTL, it was only placeholder. Check out the video for gameplay, Dennis also created an introduction sequence.

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Trash Smasher

http://www.dennisfoster.co.uk/Trash_Smasher.html

Pogos in the Park. Trash Smasher is a prototype game that was built in my second year of university by myself and Bradley Austin. A free open source physics engine. The development process was basically an extended games-jam. I was forced to learn how to prioritise what to add and how to get the most out of every element of the game. I also learnt a great deal about the bare necessities required to make a game fun.

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Lecturer - Technical Designer - Indie Game Developer. Teaching games design, 3D modelling, animation and games engines at South Thames College in London. Games created in small teams for Jam events. Make Something Unreal Live. I was programmer for Kairos Games, one of the 4 final teams in the 2012/13 MSUL competition. We made: PolyMorph! Exploring the use of Emergent Artifical Inteligence in games and how it can be used to create and enhance gameplay. Dare to be Digital.

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