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Mike Evans

Game Developer

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My Work

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Frail Weaponry

tower defense

Frail Weaponry is a tower defense game developed for the coding blocks game jam.

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When developing the game, we set out to create something unlike anything I had done before. As a result of the short 3 day window allowed for developing the game, we chose to keep the scope rather small, as to allow time to complete all the features.

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Turrets sphere cast at intervals to pick up enemies, then shoot when ready, while disengaging when out of range. Enemies use animation variants to traverse the map in different ways.

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Built with Unity and C#

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Ambushed!

2D Beat-em-up

Ambushed! is a 16-bit endless beat-em-up developed for the Not My NES game jam.

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My enjoyment of 2D side scroller beat-em-ups inspired the development of Ambushed!. Enemy spawning is controlled by a simple sine function, with difficulty increasing by raising the graph at set intervals. 3 box colliders detect whether an enemy is within attack range and decide whether a keystroke will cause the player to attack or not. As a result of the 3 day time constraint, I had to employ simple but effective methods of getting the game loop to function in a satisfying way.

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Built with Unity and C#

Illegal Chemist

2D Educational Chemistry game

Developed for the 1bit game jam, Illegal Chemist is a somewhat educational chemistry game where you mix and match chemicals to make new ones.

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I used a simple switch to control whether 2 chemicals could make anything, and what that new chemical would be. After a chemical has been made and deposited into the delivery box, we just give the player some score, and then when the countdown finishes, the game returns to the menu. Illegal Chemist was made in 3 days, so the scope of the game had to be thought of carefully. I am happy with the end product.

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The visuals are something to be desired though.

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My freelance work

As of 26/03/2021

Devils Punishment

Programmer

I was brought onto the Devils Punishment team as a Junior programmer to develop a system for the modular prop generation of the various rooms.

 

I used an algorithm to map out the various tile positions and used multiple checks to eliminate different spawn positions and then spawned props in the remaining areas. I programmed the prop generation of the common room, as well as the hospital room.

 

(Disclaimer: All prop assets shown in the image are placeholders that are subject to change before the project is published)

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(I am unable to share the code I developed for the game)

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Melting Point

Programmer

I was brought on in June of 2020 to develop the combat system for Melting Point.

 

Since then I have expanded into developing the minigame system, workflow tools for the project, as well as integrating Naninovel (visual novel engine) and Spine (animation tool) into the project as well. I have also worked with various smaller aspects of the game including data serialization for saving/loading character stats, improving scene transitions and general bug fixes across the project to make it as consumer ready as possible.

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(I am only able to share some of the code I developed for the game)

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The game is in active development and as such no game page is up yet.

Contact

Thank you for taking the time to examine my portfolio. I am extremely passionate about game development and if you are interested in contacting me, please don't hesitate to send me an email! I'll get back to you as soon as possible.

Thanks so much for getting in touch!

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