RORY LYONS - PORTFOLIO

GAME DEVELOPMENT REEL

A short video showcasing some of my game development work.

THE LITTLE PICTURE

Explore the vibrant dream worlds of May's memories in this heartfelt 3D platformer. Join May and loyal stuffed sheep, Woof, on a visually stunning journey to come to terms with her parent's separation. Leap, glide and uncover touching moments through exciting, imaginative gameplay. Click below for an overview of my role and work on this project.

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GAME JAM PROJECTS

Over the last few years I have participated in many game jams both as a solo participant and as part of various teams. Here is a collection of some of those games along with an overview of my roles and work.

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RESEARCH PAPERS

Mathematical Methods of Procedural Terrain Generation

A paper on techniques for procedural terrain generation written as part of my B.A. in Mathematics. The paper recieved a grade of a first class honours.

The Use of Intentional Friction and Unintuitive Design in the Creation of Interesting Gaming Experiences

A paper on the use of design friction in gaming written as part of my M.Sc. in Interactive Digital Media. The paper recieved a grade of a first class honours.

WEB APP BACKEND

As part of my MSc in Interactive Digital Media, I designed and developed the backend for a social media web application. This included designing the database and also creating an API that linked to the website's frontend. I created the backend using Node.js, JavaScript, and SQL and also created the framework for linking to our frontend in TypeScript.

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TEMPORAL TURMOIL -
INTERACTIVE NARRATIVE

An interactive narrative puzzle game inspired by The Outer Wilds. Created using twine. Click below for an insight into the creation of this game.

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JAVASCRIPT GAME ENGINE

The goal of this project was to create a library from scratch that I could use to build games entirely out of HTML5 elements implemented in javascript. I modelled the engine code off of my prior experience using game engines such as unity, therefore some of the code resembles methods you might see when using such game engines.

I have recreated the game "Snake" using this library as an example of the engine's capabilities although more complicated projects are certainly doable. Click below to try out snake and to see the code behind the project.

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RAYMARCHED OCEAN DIORAMA

I created a diorama scene of a boat floating on a procedurally simulated ocean.

The entire scene is rendered using a single shader script. The scene is rendered using a technique called Raymarching where at each pixel on the screen a ray is sent out and checks for collisions using Signed Distance Fields (SDFs). Both the boat and the ocean are rendered this way, removing the need for 3D models entirely. Click below to learn more about this project.

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