Hi, I’m Alex Batty a graduate of computer games development at UCLan. Looking for entry roles in the games industry as a game programmer.

TileTown

2nd “Game-a-Month” Jam Entry

TileTown was my second game developed as part of a game a month game jam using GameMaker Studio 2.
The project is a roguelike deck-building city-builder played upon a procedural 12×12 tile based map where the objective is to reach a population of 10 or construct a specific building, the victory monument.

I surprised myself with the amount I managed to achieve with this game jam entry. Designing and developing the game while also taking on the challenge of creating the pixel art myself as well using Aseprite.

I received positive feedback on itch.io and on the game jams discord and achieved 100 downloads. I intend to return to this project to develop it further.

Procedural Dungeon Generation using Generative Grammar

Final Year Project – Project Grade: First

My final year project focused on the use of generative graph grammar techniques for the generation of a cohesive dungeon layouts, using C++ and Unreal Engine 5.

Graph grammars are a form of graph rewriting operation, subgraphs have to be found and transformed into a different subgraph without disrupting the existing overall graph. I designed this system so that XML could be used to store the subgraphs and graph rules, so graph rules can developed without the need to recompile the entire project.

I achieved a first with this project, and I’m particularly proud of the graph rewriting system developed however I do want to further develop how the level is generated given the procedurally generated graph representation of the dungeon that had to be scaled to maintain deadlines.

Chronomancer

1st “Game-a-Month” Jam Entry

Chronomancer is a roguelike dungeon crawler that I designed and developed as my first entry into the game a month game jam using GameMaker Studio 2.

The aspect I’m most proud of with this project is the unique take on “Turn-based” combat which plays out as a battle of timelines (or arrays), which can be surprisingly engaging especially with cross timeline interacts with moves like the Caltrops that scatter damaging Moves on the opposing timeline and the Parry Move that negates any move from the opposing timeline that is played at the same point on the timeline while also adding a attacking move to exploit the successful parry.

Fullscreen and Area Post Processing – DirectX11

3rd Year Maths and Tech for Games Assignment – Module Grade: First

This assignment was a showcase of my technical understanding of graphics programming specifically DirectX11. The brief was to complete a number of post processing effects and rework a given DirectX11 project so that multiple effects could be overlayed including Fullscreen effects and area effects.

I achieved a first for this module overall and found it particularly interesting but challenging. I have currently set myself the task of developing my own DirectX11 game engine to further my understanding of this area of games development.



Code: https://github.com/Moratorium1/PostProcessingArea