Jakobi Talbot Game Programmer

About Me

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I am passionate about developing and playing games, as they have both been a focus of mine for many years in order to develop a career in the industry. During this time I have developed many projects which can be seen below, displaying the use of the unity engine, with projects written in C# and C++.


My Expertise

Programming Languages

Proficient in:

  • C++14
  • C#

Knowledge of:

  • GLSL
  • HLSL/CG
  • HTML



Tools

Experience in using tools such as Git and Subversion for version control, Trello for project management/task allocation and Microsoft Visual Studio/Visual Studio Code as an IDE.

Featured Projects

Elixir Mixer

  • Virtual Reality
  • Unity coroutines

Elixir Mixer is a game created as part of my 2019 end of year project in my final year at AIE.

It is a VR bartending game created in Unity by a team composed of 1 designer, 1 producer, 4 artists and myself as the 1 programmer.

Source Code

Dino Throwdown

  • Working in a team
  • Project management and milestones
  • Controller input for several players

Dino Throwdown was created in Unity as an end of year project in 2018 during my first year at AIE by a team composed of a designer, a producer, 2 programmers and 4 artists.

This was my first major project where I worked through each milestone with a team to create a finished product, emulating a real game studio.

Source Code Game

Neural Network Snake

  • Advanced mathematics
  • Knowledge of Advanced AI algorithms

This project was created in 2019 using C++ during my final year at AIE. The idea was to produce a modular game system which can be implemented into any project. I decided to stretch my boundaries and create a neural network to be implemented into a snake game and trained via genetic algorithm.

Source Code

KonGL

  • Shader programming (GLSL)

KonGL is a basic 3D rendering program utilising C++ with OpenGL that I created in 2019. It was a demo to build experience writing different post-processing effects in shaders (GLSL).

I managed to achieve things such as basic phong shading and texturing, as well as post-processing effects such as chromatic aberration, distortion, pixelation and depth of field.

Source Code