Ian Corkill Portfolio

My name is Ian Corkill and I would like to welcome you to my website. I am a graduate of the of the BSc Computer Games Programming (including a placement year) course at De Montfort University.
You will find examples of my work, a record of my education/work experience and links to other helpful sites to gain more information on my skills and knowledge.

Below are examples of the design and technical documents for games that I have developed.

Chrono-Crew! is the first game I designed at University. It is a 2D party game created in Unity, which focusses on the players competing in mini-games to be the champion. Set on the premise of being a T.V. show with robotic hosts, each mini-games takes place in a different period of time such as a foot race through ancient Egypt or a free-for-all battle arena in the future.

It’s Feedin’ Time is a game design and developed for mobile devices (iOS and Android). The aim is for players to feed giant heads by shooting foot at them, before the player themselves is consumed. The are designed to get progressively more complex, with the final level being an endless wave shooter that the players will aim to survive in for as long as possible. Thematically chosen to include crude humour and strange looking voxel models, I was awarded a mark of 92/100 for the overall design and deployment of the game.
It makes use of techniques to assist with making the game run smoothly on as many devices as possible, such as a simple user interface with buttons and touch screen input, object pooling for the ammo and heads (heads only in the final level) to reduce the need to destroy and create new objects each time something is no longer needed, and optimisation techniques such as appropriate layer interaction, shadows kept to a minimum or turned off and acquiring components within the Start() functions as opposed to Update().

Schism of the Mind is a VR game developed in Unreal Engine 5, utilising Wwise for 3D spatial audio and is currently in development. The aim of the game is provide a realistic interpretation of schizophrenia within a game environment, through the use of audio and visual hallucinatory triggers which the player experiences as they complete simple house hold objectives during their day.