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BRoHeat
BrickBreaker

  • This game was made using a custom C++ engine. We were tasked with jumping into an unfamiliar engine and creating a simple game with graphics and player controls. This experience helped us quickly learn and adapt to new technology while successfully delivering a functional and visually appealing game

My Roles

My primary role on our team was as a Programmer

ProjectMan

Programmer

  • This project was developed using a custom C++ engine. Our team was tasked with diving into an unfamiliar engine to create a simple yet engaging game featuring graphics and player controls. This challenge not only demanded rapid adaptation and learning of new technology but also required us to deliver a functional and visually appealing game within a constrained timeline.

  • One of the key aspects of our development process was the implementation of factories to create the brick enemies. This design pattern allowed us to efficiently manage the instantiation and configuration of numerous brick entities, ensuring consistency and maintainability in our codebase. The use of factories streamlined our development workflow and contributed to the overall scalability of the game.

  • Additionally, we tackled the complex task of physics calculations for the ball. Implementing accurate collision detection and response mechanisms was crucial for delivering a responsive and enjoyable gameplay experience. 

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StickDots Programmer

© 2024 by Tommy Minter 

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