Dean Atkinson
Gameplay Programmer
About my work
Hi,
I'm Dean. I'm a diligent and highly motivated programmer. I love making games, expanding my knowledge of technical pipelines as well as finding new opportunities to excel in intuition and innovation within the coding world. I have worked in many projects, independently, collaboratively and in multi-disciplinary teams as showcased below. As a pragmatic problem-solver, I aspire to explore my prospects and expand my repertoire, making my mark in the industry.
More about me
Coding isn't my only interest. I have a keen passion for sports with a strong value for physical health and exercise. I also have a very strong love for media studies and am in the process of screenwriting my own play. My infatuation for writing isn't limited to screenplays, I also create music as a hobby. As a games programmer, my interests would not be complete without an intrigue for physics.
Languages & Skills
​Languages​
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C++
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C#
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C
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Blueprints (Unreal Engine 4 & 5)
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JavaScript
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Hard skills
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AI programming
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Game mechanics
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UI scripting
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Game design
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Unreal Engine
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Unity
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Photoshop
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Soft skills
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Effective communication
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Time management & punctuality
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Love of learning
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Adaptable & analytical
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Documentation
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Analysis
Main Projects


(Collaboration) - C#
A high-octane, post-apocalyptic vehicular combat game that catapults players into the harsh, unforgiving remnants of a city once epitomized by luxury and dreams. Now, Las Vegas serves as the ultimate battleground for survival, a place where fortune favours the bold and cunning.
DevTime - 3 months
Created in Unity (C#), A 60+ team of artists, designers and programmers. As the lead developer, I was responsible for managing source control, implementing all of the mechanics, some UI and importing the 3D models created by artists.
I was responsible for:​
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Managing Version control - GitHub/BitBucket.
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Designing vehicles - Produced a unique feel for each (8) vehicle in the game.
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Creating mechanics - Shooting, driving, unique movement mechanics.
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Implementing abilities
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Designing control scheme - for mouse & keyboard / controller.
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Implementing SFX
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Curating SFX
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Implementing VFX
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Implementing Voicelines
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Implementing the HUD
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Helped to implement online multiplayer


(Solo) - C#
A physics orientated Portal-style puzzle game. Solve puzzles using the 3 different types of gravity bubbles: Accelerated gravity, anti-gravity and low gravity. Players need to learn what each bubble is capable of doing and use them to venture the various test chambers.
DevTime - 2 months
This game was created in Unity (C#) and was created from scratch. I was quite passionate about this project. I produced everything apart from a few 3D models - I made the SFX, the models, even the main menu music as well as all the code.
I was responsible for:
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Writing a script - for the dialogue.
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Voice acting
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Level design
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General game design
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Coding the mechanics - the gravity bubbles + how they interacted with each other, etc.
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Scripting events
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UI design
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UI scripting - Giving functionality to various ui elements in-game and in menus.



(Collaboration) - C++ and UE5 Blueprints
An arcade-style physics simulator affected by player modularity. Crash through levels and collect cells by creating customised contraptions. With a variety of attachments, players can construct amalgamtions to reek havoc or efficiently traverse bespoke environments in order to stop the spread of a deadly virus.
DevTime - 5 months
This project was developed in Unreal Engine 5 using primarily C++ and some small blueprints. I was the lead developer in a group of 4. Comprised of me and 3 designers. I was responsible for creating all of the techincal parts of the game.
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Managed version control - GitHub.
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Created attachment functionality - all the functionality of the mechanics were written in C++.
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Allowed for modularity - created a robust system that allowed for an expandable game.
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UI scripting - (in blueprint) created the entirety of the ui.
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Creating visual effects - for some of the attachments that required it.
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Material Creation - created materials for all of the attachments including the cube and other miscellaneous things.
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Implementing SFX - providing sockets for the sfx to be played from.
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Game design - set values for the attachments.
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Designed the control scheme - for mouse & keyboard.
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Creative direction - innovated the direction the game should go into.
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Art direction - set the aesthetic and theme of the game.


(Solo) - C++
A 2D platformer with a heavy focus on movement mechanics. Run through levels and reach otherwise unreachable platforms using plant-fueled projectiles to propel the protagonist.
DevTime - 1 month
Developed in C++ using the SDL library. I created all of the assets including the spritesheets and sound effects (apart from the level backgrounds).
I was responsible for:
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Creating classes for rendering
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Creating all spritesheets - For the player, enemies, projectiles.
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Designing and implementing the SFX
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Giving functionality to the player
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Creating a simple AI for the enemies
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Level Design
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Designing the player movement - The power of the different projectiles and the player's reaction to gravity.
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Creating a custom physics system
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Designing and implementing the UI
Git Repository
https://github.com/keddah/MirersForest


(Solo) - C#
A procedural flight simulator where players can take flight in either a plane or a helicopter to complete hoop trials or roam the sky.
DevTime - 3 weeks
Made using Unity. Aviator Express uses real physics to emulate what it would be like to fly a plane and helicopter.
I was responsible for:
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Creating the physics behind flight
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Creating the control scheme
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Designing the score system
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Implementing the UI
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Creating the UI elements - in Photoshop.
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Composing the Main Menu and In-game music
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Designing the feel of the vehicles
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Terrain Sculpting
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Designing and implementing the SFX
Mini Projects


(Solo) - JavaScript
Classic arcade-style game with a modern touch. Several powerups are available, coupled with atmospheric SFX / music and custom VFX
DevTime - 1 month
Using the threeJS framework (JavaScript, HTML, CSS), I recreated Atari Breakout with added powerups. Custom collision detection and progressive difficulty are present. There is also a save system that keeps track of the player's high score and longest time. The VFX were created solely through what was available in the framework.
I was responsible for:
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Creating collision detection
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The ball physics
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Implementing SFX
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Curating SFX
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Creating the background music - through editing an existing song.
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Designed and implemented the control scheme
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Created the VFX
Itch.io Link (play online)
https://daaw.itch.io/definitely-not-breakout



(Solo) - C++
A small First Person Shooter that can be used as an aim trainer.
DevTime - 1 month
Developed in C++ using OpenGL. I created my own shaders and render pipeline to display 3D models using OpenGL. Since I didn't use an engine or game-specific library, I also had to create my own collision system and vector math classes.
I was responsible for:
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Creating physics - gravity/forces.
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Creating a render pipeline
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Creating the game mechanics
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Creating the a collision system
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Implementing SFX
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Curating SFX
Git Repository
https://github.com/keddah/OpenGL



(Solo) - C#
A 4x4 tile puzzle game with a DIY feel. Build words using the randomly generated letters to earn points. Find the keyword to complete the board.
DevTime - 1 month
Developed using MonoGame in C#. I created an algorithm that would read each line of letters (from left to right and top to bottom) and decipher whether there was a valid 4 letter word. These words are defined in an easily appendable library.
I was responsible for:
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Implementation of the concept
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Designing the score system
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Creating a library of words that could be made
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Creating the sprites
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Creating the background
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Implementing SFX
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Curating SFX
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Creating the background music - through editing an existing song.