hello, im toffee! i'm an engine programmer for an AAA studio
i make small game prototypes, which you can play on my itch.io
i studied AI and created self-learning robots at newcastle university. in my own time i now study and write about game design. also the talk "practical creativity" by raph koster is incredibly valuable, all of his talks are great https://www.youtube.com/watch?v=zyVTxGpEO30
made for the GMTK Game Jam 2024. this game maintained top 10 most popular in the jam, and got ranked #33 out of 7,700 entries for enjoyment! a very fun small-scoped project, and my first time using Godot
Created as practice for shipping a commercial product, to pretty ok success! PERMUTER is a synthwave-style autobattler inspired by Geometry Wars 3's Pacifism mode. Control an agile ship, weave through enemies, buy and stack game-changing upgrades, choose your build carefully to gain synergy bonuses, and defeat the challenging elite bosses.
for the 2023 boss rush jam, miredly and i made a small twin stick called "ferra" as our first venture using the monogame framework. this video is of the prior speedrun world record holder, generationinja - "Ferra in 59.16 seconds"
autoficer is my in-progress roguelike where you don't control the player! you build a wand using blocks like Noita, but also program your character's behaviours using blocks too. this idea came from trying to theorycraft an "engineering roguelike," which is rly difficult to design. id love to figure out a zachtronics style roguelike
a niche favourite among close friends, i still think this is one of the simplest and most original ideas ive had for a puzzle game. made for the magical girl jam which was full of great fun people
made over the course of 4 months during univeristy. this is my most polished game, but is derivative, so unreleased in any form. this demo is 1 area, with multiple characters with storylines, and a final boss. this was made in love2d
bunny factorio! i love factorio, but wish the combat was toned down, bringing the puzzle-ness of automation to the foreground. i made this cutesy alternative, gave it to some hardcore automation-gamer friends, with great feedback! i'm happy with the core of this game, all that needs doing for it is fleshing out content. i've let this sit for a while so ideas can build
as practice for networking, i made a fighting game with GGPO-style blended rollback netcode. this was a very fun project, but lots of people are making traditional fighting games that look great. i'd like to come up with a very fresh mechanical idea before fulfilling a fighting game project
another rollback netcode fighter, but this time experimenting with different gameplay mechanics. this was a lot of fun to make and play
a quick project inspired by vampire survivors' recent release, i made a witchy skully shooter thing. this had a fully fledged gun building system, where after you collect a number of gems, you unlock a random perk. this gun crafting system turned out to not be fun at all, and the game was more fun just shooting enemies with default guns. i've shelved it for now, but i'd love to go into detail about why it didn't work
inspired by raph koster's "practical creativity", i made an online multiplayer chess game with the topology of a card game. this game became a small fad in my friend group and they said the idea was "lightning in a bottle" which i thought was lovely, but i didn't want to persue this further
a VR mod of Meteorite by bauxite. this practice for making games in VR and understanding different technical considerations needed for the new medium
i wrote a neural network in c for practice in cache friendly coding. i made a fun realtime visualiser for it. it's quite basic - it doesn't take biases into account, but it still gets pretty good results
TSYS is a simple 12 bit risc cpu architecture made in logisim with a custom assembly language and assember, which supports really basic programs and text output. it sucks very much. made it as logic gate arithmetic practice, where all binary arithmetic (the ALU) is made entirely from scratch with simple logic gates
wavefront64 is a really simple program which converts .obj files into a procedural string of code meant to be used with the nintendo64 development kits. since the n64 can only load 32 vertices at a time, it uses a custom bin packing algorithm to minimise the amount of required memory swapping of vertices. i made this a very long time ago so it's messy magic to me now
as an extension of the homework from casey muratori's series about performance programming, i wrote a CPU simulator which supported a reduced instruction set. it takes a compiled executable and runs it, or can decompile the executable back to x86 assembly 1-to-1. the end point i set myself was making it render something cool