Portfolio of Robert Chisholm

Hi, I'm Rob! I'm a game developer from Birmingham, England. I'm currently working at Frontier Developments as a Gameplay Programmer, but in my free time I like to develop smaller titles. Below you can see some of the games I've worked on over the last 9 years. I typically use C++, however I have also used Unity with C#, Javascript (Superpowers), Monogame, OpenGL (Through C++ & OpenTK) and HTML.

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Pilgrim Game Engine

About


Over the past three years I have been developing my own game engine in C++ using OpenGL for rendering. Named 'Pilgrim' (after the Scott Pilgrim Comic Series) it has been a useful tool for improving my skills.

Genre: Game Engine
Platform: Windows
Development: January 2019 - Present
Skills: C++, OpenGL

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Description


The gifs above are one I've taken throughout development which I typically post on Twitter. Whilst I originally used 'Untitled GB Game' as a place to design and develop new engine functionality, I moved to a new tech demo in 2020. This demo based on the game 'Nintendo Land' is used to investigate and develop more modern rendering techniques and engine designs. I really enjoy the challenge of developing these systems, and I hope to add many more improvements to it over the coming months and years.

Features


.Supports 3D & 2D Games .Implements PBR .Post processing pipeline with pre-built options for depth of field, bloom & Gaussian blur .Threaded Task Manager with Resource/Level Streaming .Supports Skeletal Animations with the .dae format .Bespoke Resource Compiler to merge assets into smaller package files

Joined Together RPG

About


Created for GMTK Game Jam 2021. Joined Together RPG is a very much as case of 'does what it says on the tin'. You play a party of HEORES! Unfortunately, you're only able to attack monsters and nerdowells when you join together.

Genre: RPG
Platform: Windows
Development: June 2021
Skills: Unity, C#

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Untitled Gameboy Game

About


The initial tech demo I created alongside my custom game engine 'Pilgrim'. Untitled GB Game is intended to be a 2D Platforming Metroidvania. During development I kept a devlog which can be found at the link below.

Genre: Platforming
Platform: Windows
Development: Development Range
Skills: C++, Custom Game Engine

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Riotous Railway

About


Created for GMTK Game Jam 2020. It's only your first day as a Train Attendant, and the carriage is already on fire! Whatever you do, don't let the passengers find out! Keep them distracted so they don't realise the situation is OUT OF CONTROL.

Genre: Puzzle / Minigame
Platform: Windows
Development: July 2020
Skills: C++, Custom Engine

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Screenshots / Footage


Description


This game was created using my custom game engine 'Pilgrim' for the GMTK Game Jam 2020. As the engine itself was still in active development I spent a good portion of the alloted time fixing bugs and implementing new functionality into the engine itself. This was a good opportunity to improve the work flow of my engine as I had previously only used it for tech demos. The game itself revolves around time management, as the player is tasked to keep as many plates spinning as possible. People will get onto the train at various stops, and the player is tasked with completing one of three tasks. Stamping their ticket, pouring a coffee or getting the passenger a drink. This is made more difficult as bumps in the track will cause the mini-games to briefly shake as well. The trolley used for holding the drinks is also unstable and can roll up and down the carriage when the train is at a gradient. When hitting a bump, it has a chance to throw cans which will also roll around. The player can utilise this behaviour to avoiding having to return to the trolley to get a passenger a drink. I really enjoyed incorporating these aspects of an external world effecting the moment to moment game play.

Island Game

About


Island Game was envisioned as a multiplayer building game. Where plays could inhabit one of several species and build whatever they like used a simple building set. It was created as a side project with a friend who created the game's art.

Genre: Multiplayer
Platform: Windows
Development: 2017 - 2018
Skills: Unity, C#

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Description


This early demo was created over the course of several months. In this time, some basic building controls were implemented, as well as 3D platforming physics. A good portion of this time was also spent designing a clean but attractive art style.

Epic Quest

About


Epic Quest is a top down RPG. The Player finds themselves forced to compete in the 'Arena', a barbaric combat ring where Heroes are must fight a series of monsters for fame and glory. This game was created for the second round of the Search for a Star competition.

Genre: RPG
Platform: Windows
Development: March 2017
Skills: C#, Unity

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Screenshots / Footage


Description


The Player can compete in 9 different fights inside the arena. Typically most fights pit players against a specific enemy type, with each type having a unique attack pattern. Players may swing their sword to attack their foes, or protect themselves from harm using their shield. However their shield is limited and may become unsable if the player relies on it too heavily. Finally the player has a dodge roll which allows them to quickly escape from harm. Winning fights awards the player with gold which can be spent on upgrades to their health or shield capacity.

Features


.Unique combat system where timing and positioning are key .Nine fights to take part in .Limited Tutorial Area .5 Unique enemy types and 4 bosses to beat .NPC filled lobby where weaknesses can be learned

Road Runner (Final Year Project)

About


Road Runner is a transport simulation tycoon game, created for my final year project. The goal of the game is to connect resources on a road network, organising vechiles to transport resources from A to B.

Genre: Transport Simulation, Tycoon
Platform: Windows
Development: September 2016 - June 2017
Skills: C#, OpenGL

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Description


Road Runner is being created as part of my Final Year Project. This is project that I am working on throughout my third year of University, and is marked based on three reports that I complete throughout the game's development. The current build allows the creation of a network of straight roads, and a debug feature has been implemented that tests the pathfinding abilities of several vehicles. The final build of the game will allow the Player to transport resources from between different buildings to generate a profit. This will be done by scheduling trucks to carry the resource.

Features


Raycasting: In order for the player to create roads using the mouse, I had to implement a raycasting algorithm. This was done by first converting the mouse position into world space, and then casting a ray from that direction. A line-plane intersection is then used to see where the ray hit the ground. Pathfinding: I also implemented an a* pathfinding algorithm, to allow vehicles on the network to find the quickest route to their destination.

Yogscart

About


Yogscart is a cartoony kart racer fan game based upon the Yogscast Youtube channel! Race across various themed tracks by yourself, locally or online!

Genre: Racing
Platform: Windows, Mac, Linux
Development: December 2013 - 2018
Skills: Unity, C#, Networking

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Screenshots / Footage


Description


I have been working on Yogscart since December 2013. Whilst I originally joined the Project as a networking programmer, I soon became the lead programmer and have implemented most of the game myself. The game is being created by a team that consists of members from around the world (including the USA and Sweden), who voluntarily give up their free time to support the project. During the summer of 2016, I rewrote the game converting it from Javascript to C# and so most videos and screenshots of the game will be outdated. I've been working on this game for three years (at time of writing) and I am incredibly proud of what we have achieved and passionate to continue to work on it until it's estimated completion by December of 2017.

Features


While not currently available, the latest version of Yogscart includes a lot of interesting features. This includes: .Grand Prix Mode that allows up to 4 players to race against up 12 Drivers total .Online Racing with up to 12 Drivers .Customisable Input Layouts .6 Different Items to use to get ahead

3D Pacman Game

About


Mark: 99 / 100 This first person version of Pacman was created for my 'Games Programming' group coursework in my third year of University.

Genre: First Person, Maze Game
Platform: Windows
Development: November 2016 - January 2016
Skills: C#, OpenGL

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Description


This first person 3D version of Pacman was created as part of a team of three for my Games Programming module. I worked on the majority of the code, which included adapting a basic OpenGL engine framework provided by our lecturer. The goal of the game is to 'eat' all of the dots in the level, whist being hunted down by deadly ghosts. Special power pellets allow the player to temporarily 'eat' the ghosts forcing them to restart from the centre of the maze. The ghosts can have multiple types of AI behaviour with the most common being based on line of sight with the player. If line of sight is broken some ghosts may give up, while others will go to the player's last known location. A special 'god' ghost knows where the player is at all times and will continuously hunt the player down.

Features


.4 Different Types of AI .First Person Movement and Camera .3D Sounds to help players locate ghosts and powerups .Debug keys to enable and disable collisions

Treasure Hunters

About


Mark: 82 / 100 Treasure Hunters is a top down, turn based strategy game created for my 'Commercial Games' group coursework in my third year of University.

Genre: Turn Based Strategy
Platform: Windows
Development: November 2016 - December 2016
Skills: C#, Monogame

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Coral Reef

About


Mark: 78 / 100 This Coral Reef demo was created for my 'Advanced Graphics' coursework in my third year of University. It was created using OpenGL Shaders inside of Render Monkey.

Genre: Tech Demo
Platform
Development: October 2016 - November 2016
Skills: OpenGL, GLSL, Render Monkey

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Unlikely Evil

About


Unlikely Evil was created over the course of 24 Hours for the Meatly Jam 2016. Try and escape from a research lab while you are hunted by a monster.

Genre: First Person, Survival Horror
Platform: Windows
Development: August 2016
Skills: Unity, C#

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Pong +

About


Mark: 20 / 20 This networked version of Pong was created fo my 'Games Architecture' coursework in my second year. It feautres Single Player (against an ai), Local and Online game modes, as well as a high score system.

Genre: Sports?
Platform: Windows
Development: April 2016 - May 2016
Skills: C#, OpenGL, TCP/UDP Networking

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The Column

About


Mark: 86 / 100 The Column is a tech demo created for my 'Simulation and 3D Graphics' coursework in my second year.. The goal was to create an OpenGL program that featured realistic physics and collisions.

Genre: Tech Demo
Platform: Windows
Development: February 2016 - April 2016
Skills: C#, OpenGL, GLSL

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Family Tree Viewer

About


Mark: 88 / 100 The Family Tree Viewer was created for my '2D Computer Graphics' coursework in my second year. The goal was to create a application using HTML Canvas that displayed the Royal Family Tree.

Genre: Tech Demo
Platform: Windows
Development: November 2015 - December 2015
Skills: HTML, Javascript, HTML Canvas

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Match Three RPG

About


This demo was created so that I could test the capabilities of the Superpowers engine.

Genre: Puzzle
Platform
Development: November 2015
Skills: Javascript, Superpowers

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Screenshots / Footage


The Stars, Jupiter & Me

About


This game was created in 24 Hours for the 'Three Thing Game' gamejam which is ran at the University of Hull.

Genre: Shooter
Platform: Windows
Development: October 2015
Skills: C#, Monogame

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Pick Up The Crew

About


Mark: 80 / 100 This game was created for my 'Programming 2' coursework in my first year at University. The goal is to collect each member of your crew, without being eaten by sharks.

Genre: Adventure
Platform: Windows
Development: April 2015 - May 2015
Skills: C#, Monogame

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Sucker Punch

About


Sucker Punch was created in 24 Hours for the 'Three Thing Game' gamejam which is ran at the University of Hull. It's a competive local multiplayer game where a rabbit and fox duke it out.

Genre: Action, Local Multiplayer
Platform: Windows
Development: March 2015
Skills: C#, Monogame

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RPG Runner

About


RPG Runner was created for the second round of the Rising Star Competition run by Grads in Games. The task in the second round was to fix bugs and improve a partly completed game and release it on the Windows Store.

Genre: Auto-runner
Platform: Windows Phone
Development: February 2015
Skills: Unity, C#

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Tactical Space Cheese Racer

About


Mark: 93 / 100 This game was created for my 'Programming 1' coursework in my first year of University. The game is laid out like a board game that allows up to 4 players, with a combination of Humans and AI.

Genre: Board Game
Platform: Windows
Development: November 2014 - December 2014
Skills: C#, Monogame

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The Tower

About


The Tower was created in 24 Hours for the 'Three Thing Game' gamejam which is ran at the University of Hull. The goal is to get platform your way up a randomly generated tower.

Genre: Platformer
Platform: Windows
Development: October 2014
Skills: C#, Monogame

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