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Philip Wallner

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Game Programmer

My name is Philip Wallner. I am currently Working as a Game programmer at Nibiru Software

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My skills -Languages and Engines

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Portfolio

Gravity

Gravity is a movement based game that I made by myself. The main mechanic in the game is the gravity that changes depending on where in the level you are.

A* Pathfinding

An A* component that I made by myself in unreal engine, as well as a customizible grid actor.

The randomly generated hexagon maze is made by me. I had previously made a normal square maze for a project in school, and wanted to challenge myself by increasing the amount of directions so going from a square to hexagon. And that's why I programmed the Hexagon. The Hexagon was made with Unity and C# as a language.

Asteroids Game

The asteroid game was a small group project including me and one other programmer. The challenging part of making this project was that we had no engine to work with, the project was made with C++ and SDL to load and render images.

Whack A Mole

This game was developed using the Playcanvas game engine, as I was eager to experiment with a new engine. Playcanvas uses WebGL, enabling you to play directly within your browser.

OpenGL

This is a small project which I am developing to deepen my understanding of what happens in the background of a game engine.

Portfolio

Mission Control

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This was something I worked on at work. I was responsible for creating a 3D environment that the players could interact with, as well as making everything look up to the company's standard. Mission Control is the hub from which you farm some of the game's resources, like waste and energy. But also, you use your in-game assets to place down tiles, drones, rovers, and facilities.

Whack A Mole

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This game was developed using the Playcanvas game engine, as I was eager to experiment with a new engine. Playcanvas uses WebGL, enabling you to play directly within your browser.

OpenGL

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This is a learning project which I am developing to deepen my understanding of what happens in the background of a game engine.

Altered View

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AlteredView was a group project developed during my studies at FutureGames. In this game, you play as someone suffering from amnesia, who must navigate a rehabilitation center. However, the question remains: are they truly there to help you?

Gravity

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Gravity is a movement based game that I made by myself. The main mechanic in the game is the gravity that changes depending on where in the level you are. I created this project because I wanted to experiment with what you can achive using vectors.

Asteroids Game

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The asteroid game was a small group project including me and one other programmer. The challenging part of making this project was that we had no engine to work with, the project was made with C++ and SDL to load and render images.

A* PathFinding

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In the Unreal Engine, I developed an A* component, which is used for pathfinding and AI navigation. Alongside this, I also crafted a grid actor, which is customizable. This allows the user to change the gridcell size, as well as the x and y coordinates in the grid. This allows for versatile adaptability in different game scenarios, enhancing the overall user experience and gameplay dynamics.

Hexagon Maze

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The randomly generated hexagon maze is made by me. I had previously made a normal square maze for a project in school, and wanted to challenge myself by increasing the amount of directions so going from a square to hexagon. And that's why I programmed the Hexagon. The Hexagon was made with Unity and C# as a language.

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