You have reached the portfolio of Jamie Doherty, Gameplay Programmer, occasional Writer/Narrative Designer, and Code Witch.
"Untitled Train Game" is an open world train delivery game that focuses on the links that railways between communities provide. Taking place in the run up to an apocalyptic event, the main gameplay loop is driven by rail navigation, resource collection, accomplishing tasks, and talking to NPCs.
Made in Unreal Engine 5 as a part of opengamedev.org, I worked with a group of 8+ collaborators for 3 months with the goal of creating a working, polished game demo to showcase.
Implemented Steve's Unreal Dialogue System (SUDS)
Designed and implemented a custom Quest Subsystem using Data tables, and a series of custom events to trigger quest progress through dialogue
Created the Dialogue Box that appears on interacting with an NPC
Fixed some dialogue UI bugs that caused the mouse to become freed after exiting the dialogue state.
Used Unity Source Control (Plastic SCM) to manage source code contributions
A short game about cleaning towers and determining who gets to live in abandoned spaces.
I oversaw and advised the code contributions of 3 other team members who were unfamiliar with javascript
I implemented the character controller utilizing Phaser's built-in arcade physics, resulting in fewer collision errors over the previous AABB collision and custom kinematic physics system
I created a dialogue system that reads character dialogue from JSON files and displays the queried text in a Dragon-Quest style dialogue box
Test of system at scale using a modified version of the "Bridges of Konigsburg" problem
Skyfail Delivery is a Delivery simulation game that I worked on alongside 3 others for Ludum Dare 53
I made a traffic system for the game that spawns cars with set destinations at an adjustable interval
I advised my 3 other teammates who were unfamiliar with the organization and interface of the Godot Engine
I set up and implemented UI elements such as the Main Menu and Pause Menu for the game
I implemented "seeking" steering behaviors and acceleration for the agents, alongside agent avoidance so agents would not collide and stick to each other
I created a debug tool that allowed the camera to be switched between different perspectives to observe agent behavior from a higher perspective
Used node groups (tags) to facilitate communication up the scene tree and reduce errors when doing so
Showcase of the main gameplay loop
Initial test of Boss enemy with a FiringPattern node
An in-development "cute-em-up" made as a loving homage to the classic SEGA arcade game Fantasy Zone with a few modern twists. I'm making this in Godot 4, taking advantage of some new features in the GDScript language.
Utilized node composition to create re-usable state/behavior components to streamline the development process and make creation of multiple enemy/weapon types easier (node composition is a technique used to replicate the behavior of Components in game engines like Unity and Unreal in Godot)
Designed and implemented 3 distinct enemy types
I post updates on the development of this project weekly on my cohost page, including in-development screenshots, videos, and write-ups on my design thoughts
Example of the microgame used to test mouse input
An open-source collaborative "microgame" project inspired by the Warioware games
Submitted a microgame utilizing mouse input
Fixed an issue in which non-free sound effects were being used for one of the microgames
A First Person Shooter about protecting your crops from a horde of zombies, made by myself in Unreal Engine 5 for Ludum Dare 52.
I used models and textures available from the Quixel Megascans library in Unreal Engine 5 and character models and animations from Mixamo to design a simple level with cover and a central structure for the player to defend
I created basic seeking and fleeing steering behaviors for the zombie enemy, controlled by a behavior tree
I created a HUD, Pause Menu, and Main Menu for the game
I modified the stock UE5 First Person Shooter template to implement hitscan weapons
I optimized the commonly instanced zombie object by re-writing the base actor code in C++
A short political thriller about social media and content moderation during a time of political upheaval. You play as a social media moderator working for the uSpeak corporation in Angel City, tasked with filtering out inappropriate posts during the referendum.
I made this game as a part of my senior capstone project, where it was recieved positively by classmates and teachers. The game is written entirely in Javascript using the Phaser 3 game engine and targets web browsers.
I wrote 4 separate endings and over 40 posts for the player to encounter
I designed and implemented a system that would display these posts in different frequencies based on what posts were banned before
Remade the UI in Godot after graduation, adding tweens to some UI and some new mechanics
Use your powers to defend the core from destruction! Wield a mighty floating sword against anyone who dares to stand in your path! Defend the Solus Core!
I implemented a scalable entity spawning solution in C#.
I Designed a JSON schema to denote the type of enemy to spawn, location, as well as specifying a delay to process before the next enemy spawns at that location
I fixed a bug where doors were not being closed properly
I implemented the UI using Unity's UI toolkit and connected it to the player controller in C#
An idle game about the sheer existential dread of numbers getting larger and larger on a screen.
Designed game progression using spreadsheets
Implemented all of the gameplay logic in Javascript
Explosive Flavor is a detective mystery about finding out who murdered the Headmaster Parsennon White. The game opens to the headmaster greeting you, swiftly followed by his head exploding. Despite being a mere health inspector, it is up to you to find out who was behind all of this.
I wrote the character Franc Ribbet, and implemented all of his dialogue in the ink scripting language
Made for Curdle Jam 15 using Godot, Get the Cat out of Hell! is a 2D Platformer about a cat trying to get out of hell.
I Designed 5 levels for the game
I created, rigged, and animated the cat by myself using Godot's Skeletal 2D animation System
An arcade game about finding children lost in a grocery store. Made in Unity for Global Game Jam 2021
I implemented the timer and scoring system into the game using C#
I fixed bugs related to the timer system and a critical collision bug that caused issues with scoring in the final game