Angry Max


Members: Chaz richardson , Aden naidoo, Duncan Smit, Michael Stewart, Mechiel van Dyk
Game description
Angry-Max is a dynamic 2D beat-em-up where players guide Max, an office worker recruited by Morpheus for a mission in a future dominated by robots. As Max discovers his extraordinary abilities, he unravels Morpheus's manipulation and faces a final 3D showdown to save the world.
Project Brief
Angry-Max aims to deliver a captivating 2D beat-em-up experience, blending action and strategy. Players control Max, navigating through 2D and 3D environments, battling enemies, and confronting Morpheus in a climactic finale.
My role and contribution
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As the documentation/designer, I played a vital role in shaping the game's vision and user experience.
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Ensured the team was aligned with the tasks and deadlines required to complete the game.
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Managed progress tracking and coordinated timelines to ensure the game was completed on schedule.
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Documented every detail necessary for the game's development, ensuring consistency and clarity throughout the process.
Technologies used in development
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Game Engine: Unity
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Programming Languages: C#
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Design Tools: Adobe Photoshop, 3dsMax
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Documentation: Microsoft word



President of Paradise Island
Members: Chaz Richardson, Aden Naidoo, Samir Naran, Lebohang Matlosa
01
Game description
"President of Paradise Island" is a simulation where players embody a corrupt mayor managing a town. Balancing corrupt activities and maintaining appearances, players navigate events, pay off a mob boss, and use security cameras to catch illegal activities.
03
My role and contribution
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Led documentation and game design, defining the game's vision and mechanics
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Designed corrupt scenarios to enhance narrative depth and player choices
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Contributed to level design, ensuring engaging and immersive environments
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Developed mini-games to add interactive and dynamic gameplay elements
02
Project Brief
Create an immersive simulation highlighting the negative impacts of corruption. Players must manage corruption levels strategically to stay in power as the mayor of Paradise Island. The game educates on corruption's consequences within a town management setting
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Technologies used in development
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Game Engine: Unity
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Programming Languages: C#
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Design Tools: Adobe Photoshop, 3DS Max, Blender
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Documentation Tools: Microsoft Word


Digi Racer
Member: Chaz Richardson
Game descripton
Project brief
"Digi Race" is an evolving racing simulation where players choose characters with unique skills like speed, handling, and drifting. Compete against opponents in races with checkpoints, aiming to finish three laps first or achieve the best time to unlock bonus prizes.
“Digi Race” is an ongoing racing simulation focused on character specialization, strategic racing and additional rewards. The game is still in development and ongoing updates are planned to improve and enhance the overall gaming experience. As we move forward, new features will be introduced to ensure a dynamic and evolving gaming environment.
Role and contribution
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Designed and developed the game from concept to completion as a solo developer
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Implemented core racing mechanics, including vehicle physics, controls, and AI opponents
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Refined game design through iterative testing and optimization
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Developed UI elements for race tracking, lap times, and player feedback
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Integrated dynamic environments to enhance realism and immersion
Technologies used in development
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Game Engine: Unity
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Programming Languages: C#
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Design Tools: Adobe Photoshop, 3DS Max
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Development Status: Ongoing, with updates planned to showcase continuous improvement.

Unreal Engine FPS with AI
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Game Description
A fast-paced FPS built in Unreal Engine 5, featuring AI-driven combat, weapon mechanics, and a scoring system. Players engage in strategic battles, managing ammo and health while AI enemies react dynamically, attack, and seek health when low.
Project Brief
Developed as a C++-based FPS for an assignment, focusing on AI behavior, combat mechanics, and scoring. The game features dynamic weapon handling, AI combat logic, health pickups, and respawn mechanics. An observer pattern ensures efficient scoring and AI respawns.
My Role and Contribution
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Developed core gameplay (first-person controls, weapon handling, ammo system)
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Implemented AI behavior (enemy detection, attack logic, health-seeking)
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Created UI elements (ammo display, health, scoring)
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Designed event-driven systems (weapon interface, AI respawn, scoring)
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Optimized performance by reducing object dependencies
Technology Used
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Game Engine: Unreal Engine 5
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Language: C++
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AI: Behavior Trees, Blackboards, NavMesh
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UI: Unreal Motion Graphics (UMG)
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Design Patterns: Interface & Observer Pattern
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Version Control: GitHub / Perforce
Game Demos
Angry-Max Download

President of Paradise Island Download

Digi Race Download

Video On new Fps work in progress
Angry Max Documentation
Axe Asset


