Taylor Fahy

Games Programmer

Get to know me!

Who am I?

...

That's me! Well, in 2002.

Gaming took over my life when I was old enough to hold a PlayStation 1 controller without throwing it around. Ever since I have experienced games on multiple platforms growing up ranging from the GameBoy advanced, through all the PlayStation's. Today I find myself as a full time PC gamer enjoying all the latest titles with all the bells and whistles that come with it.

Check out my projects!

Skills

What I've used

C#

Used as my primary languague during my time working on tools at Ubisoft Leamington Spa.

C++

Strongest language with 4 years of experience gained from Staffordshire University.

DirectX 11

Graphics programming with DirectX 11 in multiple projects ranging from advanced graphics techniques to collaborating on a 2D fully fledged game engine.

Unreal Engine

Collaborated with a team to produce a game in 12 weeks in which we demo'd the project to Ubisoft Leamington Spa codenamed "Project Spooky Sprint".

Portfolio

Where I Have Worked

Ubisoft Leamington Spa - Junior Programmer

My time at Ubisoft has been spent mainly developing and debugging a proprietary tool used in several Ubisoft titles, mainly focused on C# and WPF development with small amounts of C++ as well. Coordinated and collaborated with numerous projects to help meet their needs and integrate them into our tool. Contributed to CI/CD efforts with creating releases and hotfixes for the various teams.

University Projects

Erebus Game Engine

For my third year, we were placed into teams and tasked with making a game engine from scratch which would be the foundation to then build a game using our own engine. I was responsible for designing and implementing the properties panel to handle objects in the world on the engine side. On the game side I gathered assets and designed the map including organising all the collisions and map. The project was entirely built upon a DirectX 11 viewport and the UI was handled by the library Dear ImGui.

Project Spooky Sprint

Our group of 5 decided on a game which would mix parts of games we found fun such as Call of Duty 4: Modern Warfares PC deathrun Mod and the game Speedrunners to amalgamate our concept. My role in the group was to produce the map sections and to procedurally generate them in random orders and stitch them together to form a the map. I also played a role in helping the double jump part of the movement system. All work was done using Unreal Engine 4 and our group used a shared GitHub repository as our platform for version control.

Artificial Intelligence

In this project, we were given a an empty tank, with the task to use AI steering behaviours and path finding to create an AI tank capable of moving and switching behaviours based on its environment. Below is a little demonstration of the work I produced. All of this was achieved with C++, with the graphics engine being SDL, as the graphics side wasn't the focus of this project, that AI was.

Advanced Graphics

My advanced graphics module had us diving into a multitude of real time rendering techniques used to add detail to objects or enable us to add special effects to the viewport. The class was given a choice of working with either DirectX 11, DirectX 12, OpenGL and Vulkan. I chose to go with DirectX 11 as I had the most experience with the API, allowing me to dive into learning the new content from the start without the need to learn a new API first. Below is a video showcasing the methods implemented.

Portfolio

Personal Projects

UKIE #RaiseTheGameJam 2020

Being a full year into the pandemic, our team were feeling a general frustration about the year. This played a key point in our brainstorming for the game idea. A few ideas were floated around but nothing would stick. Not until we decided on a person who gets angrier as time goes on until they cannot contain it and rage out. Our angry fellow isn't just blindly full of rage, after he returns from the red mist, he must hide the damage he has caused.

A Secret Project

This placeholder is dedicated to a project I am working on in my free time. As an addicted VALORANT player, I am currently in the process of designing and programming my own agent for the game with abilities I feel would fill a void in the current selection of agents. After seeing a few peoples designs on the VALORANT subreddit, I thought it would be a great idea to follow the same procedure, but then finally implement that onto Unreal Engine as it is the same engine VALORANT is currently on.