Who am I?
A self-employed software developer currently working in gaming for Hypixel on an exciting project called Hytale!
I started my software career working in FinTech at Pay4Later (now Deko) after obtaining a Joint Masters Degree in Software Engineering and Computer Science from Oxford Brookes University & SUPINFO International University with Distinction. I studied the first four years of my Masters Degree at SUPINFO and did my last year at Oxford Brookes as part of the SUPINFO-Oxford programme.
I am passionate about new technologies and science in general. In my spare time I enjoy researching recent scientific events and discoveries via all aspects of media.
My leisure time is also spent constructing games and applications, testing other people's projects for inspiration, and staying up-to-date with new technologies. Over the past few years, I have developed programmes targeting different operating systems, in languages such as C, C++, C#, Objective-C and Java. I have also created websites and web projects, using HTML, CSS, PHP and Javascript (jQuery, Node.js). These projects were completed either during internships, for clients, for friends or simply for my own personal satisfaction.
Project Portfolio
Pro |
Education |
Leisure |
Hytale |
Stinkman YouFood Behind Enemy Lines Tactical Annihilation: Code Reversi Bank Project |
Low Life Xeon Project My Little Blob Porte par le Vent Beach, Please! T.A.C.O.S |
Hytale Back to projects
Currently still actively being developed. For the latest information, please visit www.hytale.com.
Stinkman Back to projects
A project undertaken during the second year at SUPINFO. In teams of four it entailed the construction of a multiplayer bomber man like game using C++. It was a local multiplayer game allowing up to four players to compete on the same computer. We chose a South Park themed game in which players used stink bombs to eliminate each other.
The SFML API was used to manage the game's 2D graphics. For collisions, a custom square collision algorithm was incorporated for the walls since complicated physics was not required for such a programme.
Youfood Back to projects
This project was carried out during the fourth year at SUPINFO. It entailed the creation of a mobile application that facilitated the management of a restaurant's ordering process.
Each waiter was attributed an iPhone or iPod Touch. The restaurant was divided into zones, each containing four tables. The application allowed waiters to view zones where no waiter had been assigned. He could then use the application to assign himself to one or several of the tables. By doing so, a waiter's iPhone would then subscribe to these tables' events. Waiters then received live notifications of any events and modifications taking place at the tables they had allocated themself to. Such events include: notification as to when the table's order was ready, customers requesting assistance, and ultimately the customer requesting the bill and payment.
An iPad was allocated to each table in the restaurant. By means of this device customers could look at the week's menu, order food, call the table's assigned waiter or even pay the bill using Paypal.
An iPad was also used in the restaurant's kitchen. This enabled the chefs to consult the different orders and flag the ones that were ready to be served.
The iPad application could also be used by administrators to monitor the whole process and modify the menu of the week.
All devices were connected to a Python server with the Twisted API. An ORM was also used to query the database containing the different tables, employees' accounts and the menu. The server was in charge of replying to the different database queries and sending notifications to the concerned devices when an event happened.
Behind Enemy Lines Back to projects
Project carried out as part of the Oxford Brookes' Paradigms of Programming course. The objective was to create a programme in two different languages. I already had some experience with iOS but had never completed an iOS project. I therefore chose Objective-C as the first language. C# was chosen for the second language as I had already programmed in C# but had never had the opportunity to work on Windows Phone OS.
For the iOS version of the game, the Cocos2D framework was used to handle the graphics. XNA was chosen for the Windows Phone version.
The application was a top-down 2D arena game, in which the player had to survive waves of characters representing the enemy. The participant had two virtual joysticks in order to control the main character. The left one controlled the character's move direction and the right one was used for aiming at the enemy. Points were given for each member of the enemy killed. When the player died, the score achieved was saved on his device in a persistent high score table.
Tactical Annihilation: Code Reversi Back to projects
Project carried out within the Oxford Brookes' Mobile Programming course. The objective was to create an Android application based on the Reversi/Othello game. All the coursework's required features were implemented in Tactical Annihilation. A game could be either single player (against an Artificial Intelligence) or multi-player. Two modes existed, normal or timed. In timed mode, the users had the possibility to change the rounds' duration. At the end of the game, the winner's score was saved in a persistent high score table. Players were able to select their name and photo from the device's contact list. The application was designed to work on multiple screen sizes and devices.
Bank Project Back to projects
Project done for Oxford Brookes' Middleware course. For this coursework we were required to design, develop and test an interactive banking client-server application using two different types of middleware technology: message passing, using PVM, and Web Services using gSOAP.
Low Life Back to projects
Low Life initially started out as a game written in C++ with the SFML API. I later decided to port it to C# and use the XNA framework to easily deploy it on Windows Systems and Xbox 360.
It is a top-down game in which the player controls a vehicle in a car park. For some reason the said car park is overpopulated with zombies. What's the player's goal? Kill as many of them as you can! This is the first game I have worked on utilising complex physics. These were implemented in the game using the Farseer Physics Engine.
Xeon Project Back to projects
Game created for SUPINFO's Game Development Lab. Each team had the academic year to create a game in their spare time.
The Xeon Project consists of up to four players controlling a spaceship with a rotatable canon. The players have to shoot waves of enemies to obtain points, whilst at the same time avoiding the enemy ships. These come in different shapes and sizes and possess very unique ways of moving.
My Little Blob Back to projects
IOS Project I have worked on during my spare time. The idea was to recreate a pet-like game (Tamagotchi, Digimon) similar to those available during my childhood but with the added value of what today's iDevices bring to the table. It was done with the Cocos2D framework and Box2D physics engine. Soft physics was implemented in order to give the Blob its squishiness.
At the start of a new game, the player must choose a name and select a colour for their Blob. Once hatched, your Blob requires your care and attention. S/he is also very playful and loves being thrown around. This action is carried out by simply picking the Blob up with a finger and moving across the touch screen. In addition to this, it needs to be fed and its thirst quenched! Food and drinks can be purchased for the Blob. The purchased items can also be thrown around the screen. All the creature's data is saved on the device thus allowing the player to return to the care of their Blob as and when they desire.
Porte par le vent Back to projects
Porte par le Vent is a Ludum Dare jam entry made with CraftStudio by over 10 people during the 72 hours of Ludum Dare #24.
It is a 3D game in which the player controls an aircraft that evolves through different environments. Each level of the game represents a different evolution. The airplane starts out as a basic paper plane with limited controls and over time gradually improves and its controls become more sophisticated as the player advances in the game.
This project ranked 4th out of the 400 entries.
Beach, Please! Back to projects
Beach, Please! - Extreme Tourist Management Simulation is a Ludum Dare entry made with CraftStudio for Ludum Dare #25.
This is a 3D game in which the player controls a static canon and must defend his beach from annoying tourists.
This project ranked 28th out of the 425 entries.
T.A.C.O.S Back to projects
T.A.C.O.S is another Ludum Dare entry made with CraftStudio. It is a 2D game in which the player must defeat waves of enemies - with a twist. Every 10 seconds, the enemy type, environment or the player's weapon changes affecting the player's play style.
Website Portfolio
Actuel CoiffureA website I designed for a local hairdresser salon. |
Flam'sThis is a website I managed during my second and third internship. I mainly worked on the company's Back Office. |