Intro

Hey there, my name is Conner and I'm currently a student at Staffordshire University currently studying games programming! Glad you stopped by!

So what's this website all about? Well, it's my little corner of the internet where you can see my active and completed projects as well as my details for contacting me if you wish to collab or perhaps even hire me!

Here are my most recent and relevant grades I have achieved so far, others grades are avaliable on request

    A Levels
  • Computer Science - B
  • Mathematics - B
  • Film Studies - B
    University
  • Year One - First Class
  • Year Two - First Class
  • Year Three (Placement) - First Class
  • Year Four - Working Towards

Portfolio

After hours of slamming my fingers onto my keyboard on random keys here is some of the stuff I've created! Feel free to click on the project images for the code or the game!

Languages/Engine Used: C#, Unity

I am currently working on a mobile game endless runner within Unity called "Reality Runner". The player is able to charge and then jump through portals that completely changes the environment around them. A full demo release should be avaliable soon. The source code for this project has been kept private to avoid copying the entire game but I am more than happy to discuss how things work if you contact me. A video will be displayed below showing the project from the latest update.

    Technical Details:
  • Facebook SDK integration
  • Utilises Firebase for cloud storage and leaderboard system
  • Unity analytics, IAP, and advertisement integration (not currently fully monetised or released)
  • Optimised code for mobile
  • Fun and unique portal mechanic
  • Adaptable display that can be utilised by multiple mobile devices

Current Version Demo Video:

Languages/Engine Used: C#, Unity

For my final year project I have created a gamification-based game which aims to teach core programming skills using an editable script to interact with the environment in-game to solve puzzles. Players can earn badges which are used to incentivise learning and interaction. A 'spell book' has been created which teaches the player about the programming elements in-game. The game finishes with a quiz on what the player has learned to ensure that learning has taken place.

    Technical Details:
  • Utilises a variety of gamification concepts to teach programming
  • Allows user interaction through a code script which mimicks a real code script
  • Easily creatable badges which have tooltips that show on hover

Languages/Engine Used: C++

For Studio Simulation I, and 8 others, worked together to create a custom game engine that is capable of creating a wide variety of 2d games. In order to do this we used several APIs including: OpenGL, FMod, FreeType and GLFW to create the systems to support graphical rendering and the playing of audio. An Unity-like ECS system was integrated in order to manage the creation of game objects and components. After the engine was developed we created a tile-based 2D game called 'Into The Crypt' a demo video of which can be seen below. I worked on mainly the development of the audio system along with some systems of the engine. I also helped develop the game with my other team members.

    Technical Details:
  • Uses an ECS system for the creation of game objects and components
  • Uses OpenGL, GLFW and FreeType for graphical rendering
  • FMod used for the playing of audio
  • Engine capable of multiple 2D-based games
  • Advanced C++ concepts used throughout

Languages/Engine Used: C++

For my low-level assignment I have optimised a low level raytracer using C++. Multiple optimisations have been implemented such as threading, C-Style file I/O, custom memory management including memory pools, SIMD libaries and more. The raytracer is blindingly fast and is able to render custom scenes using JSON but it could always be better. The code is also portable to Linux based Operating Systems.

    Technical Details:
  • Raytracer which renders spheres that respond to light
  • Custom Memory Management
  • Threading with thread pools to utilise CPU to mamimum efficiency
  • Able to render custom scenes using JSON files
  • Portable to a linux based OS

Languages/Engine Used: C#

For my Concurrent Network Applications assignment we were tasked with creating a chatroom as well as a graphical solution for network programming using C#. Using C# I created a chatroom with a retro theme as well as a graphical solution featuring one of my lecturers who can also be seen on the project image above. Users can send eachother private messages and challenge eachother to rock paper scissors matches. The graphical solution also allows for multiple players all synced together.

    Technical Details:
  • Uses C# and TCP/UDP concepts to create and manage multiple clients on a network
  • Allows for disconnection and reconnection of multiple clients which creates a solid and secure network
  • Data on the network is serialised and secure, network security is present

Languages/Engine Used: C++

For my Artificial Intelligence assignment we were tasked with creating an AI that is able to control a car with several behaviours. There are two AIs in my program the first is able to flee, chase, seek, wander and pursue targets (the other car in this case) and the other finds the quickest path around the track. In order for the AI to be able to pathfind correctly I also implemented the A* algorithm.

    Technical Details:
  • Artifical Intelligence capable of multiple behaviours using a state system
  • A* algorithm gives fast and accurate pathfinding data to the AI in order for it to find the best possible path around the track
  • State system can be applied to multiple cars and is easily expandable

Languages/Engine Used: C++, OpenGL

For my graphics assignment we were tasked with creating a scene using OpenGL. Using GLFW and Glad I created a large galaxy full of planets which can be explored with a free camera or a star destroyer, because who doesn't love a good star wars reference? Planets can be followed by pressing and holding the number keys and the star destroyer can be moved with the arrow keys. If you're wondering what the galaxy is based upon all I know is it's somewhere far far away.

    Technical Details:
  • Able to load in a variety of models using Assimp library
  • Planet orbits calculated using matrix transformations
  • Instanced rendering of many asteroids on screen with no frame rate drops
  • Gradual rotation of star destroyer to maintain realism
  • Phong lighting model used

Languages/Engine Used: C++, SDL

For my second semester at University we were tasked with creating Mario... I guess Luigi is there as well. Based on the NES version of the game the first two levels of the original game are present as well as the infamous Koopa enemy! To save the princess and the Mushroom Kingdom, Mario is here! Luigi tries.

    Technical Details:
  • Built own games engine using SDL
  • Maps can be dynamically loaded in using vectors and text files
  • Fluent animations created with sprite sheets
  • Able to hit question blocks that spawn coins

Languages/Engine Used: C++

For my first semester at University we were tasked with creating Pacman, to add some fresh game mechanics I decided to turn Pacman into a ghostbuster! The game also features classic mechanics such as a map, stored input and of course munchies! If you ever hear something strange in your neighbourhood and the ghostbusters are busy you now have someone else to call!

    Technical Details:
  • Worked with S2D (University 2D engine built upon SDL)
  • Created own sprite sheets and animations
  • Map renderer with a collision box calculator
  • Able to store movements just like the original game

Languages/Engine Used: C#, Unity

Upon starting university I participated in a game jam to create a game in Unity- something I've never done before! Me and 3 others put together Prism, with no prior experience, in around 3 days. My focus was on the programming of the game mechanics as well as the cutscenes which unfortunately aren't seen in the itch.io as the web build doesn't load them. Our game was assessed against many other teams by industry professionals at Playground Games and Codemasters and won! Our team won a bag of a swag including a free copy of Forza Horizon 4 and some Codemasters merch.

    Technical Details:
  • Used After Effects to create cutscenes
  • Collision system and damage calculation
  • Instancing of both enemies and projectiles

About

I've been playing games since I could learn to talk, now I can even write! Jokes aside, I have played a plethora of games from all sorts of genres over the years- picking up a vast amount of knowledge regarding how games are played and how they are made. I'm interested in all areas of game programming but I love gameplay mechanics and engine creation, with my favourite games to develop being 2D games. Want to make a game sometime? Get in touch!

Apart from just creating games within University and my free time I've also gained professional work experience abroad at Airbus Donauworth in Germany. I worked primarily on the H145M and learned a wealth of knowledge which I have applied to my thinking towards games programming and programming in general. My skills have grown greatly thanks to this experience.

Contact

You can contact me at any of the social media links below, including: Twitter, LinkedIn and Github.

For any business enquiries my personal email is:
connerpittaway2001@gmail.com

Video Editing

For around 4 years I have been a video editor on the side of programming, I love creating aesthetic edits to mostly games, music and other forms of media such as shows and anime. I am well versed in Adobe After Effects and Sony Vegas. I have a private YouTube channel with over 20,000 subscribers which I managed to achieve by utilising my video editing skills, for privacy reasons the projects here have been uploaded to another account.


I will be posting some video edits I am proud of here. If a video says it is unavaliable it still is but due to YouTube policy changes you'll have to watch it on YouTube by clicking the video.

This is an audio visualiser I created myself in After Effects, I love bass in songs and adding some visualisation to it with the electricity and distortion in the background was a lot of fun.

This is an edit of an anime I really enjoy called Fate, I heard a song it made me think of the anime and I made this edit to go along with it. I was really impressed with the end result and the atmosphere it created.

After a late night gaming on Rainbow Six Siege I had the inspiration to make this edit, it was an all nighter project and I'm glad to say it was worth it.

I have been commissioned to do some edits and this is a short funny video I was tasked with editing for a Twitch streamer, for a small edit I thought the effects were rather advanced!

Video Editing

For around 4 years I have been a video editor on the side of programming, I love creating aesthetic edits to mostly games, music and other forms of media such as shows and anime. I am well versed in Adobe After Effects and Sony Vegas.
I will be posting some video edits I am proud of here.If a video says it is unavaliable it still is but due to YouTube policy changes you'll have to watch it on YouTube by clicking the video.

This is an audio visualiser I created myself in After Effects, I love bass in songs and adding some visualisation to it with the electricity and distortion in the background was a lot of fun

This is an edit of an anime I really enjoy called Fate, I heard a song it made me think of the anime and I made this edit to go along with it. I was really impressed with the end result and the atmosphere it created.

After a late night gaming on Rainbow Six Siege I had the inspiration to make this edit, it was an all nighter project and I'm glad to say it was worth it.

I have been commissioned to do some edits and this is a short funny video I was tasked with editing for a Twitch streamer, for a small edit I thought the effects were rather advanced!

Achieved Grades

Here are my most recent and relevant grades I have achieved so far, others grades are avaliable on request

    A Levels
  • Computer Science - B
  • Mathematics - B
  • Film Studies - B
    University Semester 1
  • Fundamentals of Computing and Mathematics - 89.8%
  • Fundamentals of Game and Graphical Systems - 89.5%
  • Games Engine Creation - 95.5%
  • Professional Development and Games Industry Employability - 83.5%

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