<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Home of Katheryn Fox on Portfolio</title><link>https://xfac11.github.io/Modern_portfolio/en/</link><description>Recent content in Home of Katheryn Fox on Portfolio</description><generator>Hugo</generator><language>en</language><lastBuildDate>Wed, 18 Oct 2023 00:00:00 +0000</lastBuildDate><atom:link href="https://xfac11.github.io/Modern_portfolio/en/index.xml" rel="self" type="application/rss+xml"/><item><title>Dungeon-Like</title><link>https://xfac11.github.io/Modern_portfolio/en/blog/dungeon-like/</link><pubDate>Wed, 18 Oct 2023 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/blog/dungeon-like/</guid><description>Dungeon like is a project I started after learning some Godot. I wanted to create a fully featured game with Godot so I picked a game genre that I felt had a small enough scope for me to complete. Vampire survivors and Brotato were very popular at the time so I decided to use them as inspiration for my game.
The game is a Topdown 2D bullet heaven where I chose to use bought assets to dedicate the time to using the Godot engine and not creating the art myself.</description></item><item><title>Bug Invasion</title><link>https://xfac11.github.io/Modern_portfolio/en/blog/bug-invasion/</link><pubDate>Wed, 01 Dec 2021 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/blog/bug-invasion/</guid><description>The game is a third person shooter with a pistol to &amp;ldquo;kill&amp;rdquo; the bugs and a &amp;ldquo;fixer&amp;rdquo; to fix the glitches. I used Trello to mange the project and git as source control with GitHub as host service. The game features procedural animation for the enemies using nav mesh agents and my own attack system, shop with upgrades, wave system, visual effects using shader graph and particle system.
Tools:
Unity C# Action events Nav mesh Shader graph Particle system git (source control) Trello Procedural animation After watching Codeers brilliant video, I wanted my bugs to behave the same.</description></item><item><title>About Me</title><link>https://xfac11.github.io/Modern_portfolio/en/about/</link><pubDate>Thu, 15 Jul 2021 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/about/</guid><description>Passionate Game programmer graduate with experience creating interactive and immersive games and prototypes. My top skills include C++, Unity, Godot, Git, and problem-solving. One of my achievements were when I was part of a 11-member team creating a game where I saw players smiling when playing. That brought me happiness and further drive. Here I also created a particle system that was optimized on the GPU using compute shaders for this game.</description></item><item><title>About Me</title><link>https://xfac11.github.io/Modern_portfolio/en/page/about/</link><pubDate>Thu, 15 Jul 2021 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/page/about/</guid><description>Passionate Game programmer graduate with experience creating interactive and immersive games and prototypes. My top skills include C++, Unity, Godot, Git, and problem-solving. One of my achievements were when I was part of a 11-member team creating a game where I saw players smiling when playing. That brought me happiness and further drive. Here I also created a particle system that was optimized on the GPU using compute shaders for this game.</description></item><item><title>Oil Spillage</title><link>https://xfac11.github.io/Modern_portfolio/en/blog/oil-spillage/</link><pubDate>Sat, 15 Aug 2020 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/blog/oil-spillage/</guid><description>Oil Spillage was my first big project with a total of 11 members. We were a group of game programmers and technical artists who were divided in different groups with different focus. My group was called the &amp;ldquo;graphics engine&amp;rdquo; where me and one other classmate was part of. We planned to have each object added to the engine before drawing instead of each frame to maximize performance. When the first triangle was on the screen I started to implement meshes and textures for the objects.</description></item><item><title>Woodland beatdown</title><link>https://xfac11.github.io/Modern_portfolio/en/blog/woodland-beatdown/</link><pubDate>Mon, 03 Jun 2019 00:00:00 +0000</pubDate><guid>https://xfac11.github.io/Modern_portfolio/en/blog/woodland-beatdown/</guid><description>In this project we were 6 people in total and were tasked to create a game with DirectX 11 and C++. We landed on animal fighter with a gun-game mechanic. Each time you defeat an opponent you switch to the next animal. Having the last animal and defeating someone makes you the winner. We had our own group room where we could meet and work together and plan the game and choose what each member should do.</description></item></channel></rss>