hello, my name is toffee!
i graduated with honours from newcastle university, where i studied artificial intelligence for self-learning robotics, and i currently work as an engine programmer for an AAA studio. i write about game design and retrospectives for my projects!
ive worked on a few small independent games — https://toffee.itch.io
ive made some tools on my github — https://github.com/tffdev
the talk "practical creativity" by raph koster is incredibly valuable, all of his talks are
old cringe broken posts ;v;
i made a handful of gamemaker games a long while ago, my favourites being magic wolfgirl and white.
i made a small momodora fangame over the course of 4 months during univeristy. this is my most polished game, but is derivative, so unreleased in any form1. this is an entire first zone for a metroidvania, inclusive of multiple characters with storylines, and a final boss. this was made with the love2d framework, similar to xna but with lua scripting. it gave me experience making complex bespoke tooling that was friendly for content creators (inc. user stories, user testing & feedback response), and similar experience in art and colour theory, systems architecture and ui design. this project coupled as a case study for good metroidvania design and gnarlier game design fundamentals; nonlinear stories and worlds, designing & maintaining interest curves, character writing and boss design
1 employers or friends can have access to this game on request
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
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. it's pretty zoomy fast. so fast that i could make this fun realtime visualiser and learner. it's quite rudamentary - it doesn't take biases into account and only supports the single multilayer perceptron model, but that covers most of my own use cases
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
i currently work for a work-for-hire AAA game development studio. the majority of my professional work is unfortunately NDA, sorry for the empty section!
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