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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​

  • C++

  • C#

  • C

  • Blueprints (Unreal Engine 4 & 5)

  • JavaScript

​​

Hard skills

  • AI programming

  • Game mechanics

  • UI scripting

  • Game design

  • Unreal Engine

  • Unity

  • Photoshop

​

Soft skills

  • Effective communication

  • Time management & punctuality

  • Love of learning

  • Adaptable & analytical

  • Documentation

  • Analysis 

Main Projects

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(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:​

  • Managing Version control - GitHub/BitBucket.

  • Designing vehicles - Produced a unique feel for each (8) vehicle in the game.

  • Creating mechanics - Shooting, driving, unique movement mechanics.

  • Implementing abilities

  • Designing control scheme - for mouse & keyboard / controller.

  • Implementing SFX

  • Curating SFX

  • Implementing VFX

  • Implementing Voicelines

  • Implementing the HUD

  • Helped to implement online multiplayer 

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(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:

  • Writing a script - for the dialogue.

  • Voice acting

  • Level design

  • General game design

  • Coding the mechanics - the gravity bubbles + how they interacted with each other, etc. 

  • Scripting events 

  • UI design

  • UI scripting  Giving functionality to various ui elements in-game and in menus.

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(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.

  • Managed version control - GitHub.

  • Created attachment functionality all the functionality of the mechanics were written in C++.

  • Allowed for modularity - created a robust system that allowed for an expandable game.

  • UI scripting - (in blueprint) created the entirety of the ui.

  • Creating visual effects - for some of the attachments that required it.

  • Material Creation - created materials for all of the attachments including the cube and other miscellaneous things.  

  • Implementing SFX providing sockets for the sfx to be played from.

  • Game design - set values for the attachments.

  • Designed the control scheme for mouse & keyboard.

  • Creative direction - innovated the direction the game should go into.

  • Art direction - set the aesthetic and theme of the game.

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(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).  

was responsible for:

  • Creating classes for rendering

  • Creating all spritesheets - For the player, enemies, projectiles.

  • Designing and implementing the SFX

  • Giving functionality to the player

  • Creating a simple AI for the enemies

  • Level Design

  • Designing the player movement - The power of the different projectiles and the player's reaction to gravity.

  • Creating a custom physics system

  • Designing and implementing the UI

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(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. 

was responsible for:

  • Creating the physics behind flight

  • Creating the control scheme

  • Designing the score system

  • Implementing the UI

  • Creating the UI elements - in Photoshop.

  • Composing the Main Menu and In-game music

  • Designing the feel of the vehicles

  • Terrain Sculpting

  • Designing and implementing the SFX

Mini Projects

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(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:

  • Creating collision detection

  • The ball physics

  • Implementing SFX

  • Curating SFX

  • Creating the background music - through editing an existing song.

  • Designed and implemented the control scheme

  • Created the VFX

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(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:

  • Creating physics - gravity/forces. 

  • Creating a render pipeline

  • Creating the game mechanics

  • Creating the a collision system

  • Implementing SFX

  • Curating SFX

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(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:

  • Implementation of the concept

  • Designing the score system

  • Creating a library of words that could be made

  • Creating the sprites

  • Creating the background

  • Implementing SFX

  • Curating SFX

  • Creating the background music - through editing an existing song.

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