<%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> Portfolio for Peder Züricho

Portfolio for Peder Sloth Züricho



Create Jam Spring 2018 | Fateful

Game Made in Unity3d, at CreateJam spring 2018 @ Aalborg University, with fellow students: René Henckel, Kenneth Brandt, Henrik Nicolaisen, Kevin Bejer & Christian Clausen


University Course Project | Monkey Dunkers

Game Made in Unity3d, Developed using from Tracy Fullerton's: "Game Design Workshop: a playcentric approach to creating innovative games, fourth edition" Course duration 5ECTS Personal Grade 10 (ECTS Grade B), Fellow students: René Henckel, Kenneth Brandt, Henrik Nicolaisen, Kevin Bejer & Christian Clausen



GDC GameJam 2016 | Village Defender

Game Made in Unity3d, by organisers of UNF - Game Development Camp 2016 during a popup jamp at Aalborg University in 2016, Fellow jammers: Alexander Hagelskjær, Ea Ustrup, Katrine Frantzen, Nicolai Brobak, Patrick Skov, Rasmus Jensen & Simon W. Jensen



CreateJam Fall 2015 | Fallin

Game Made in Unity3d, at Create Jam fall 2015 @ Aalborg University, Fellow jammers: Christian Anberg, Joachim Haurum, Jonas Pedersen, Simon Frisendahl & "kedde"

Game Quicklist:

Skills and Tools:

HTML5 - CSS3 - Java Script

I am novice in HTML CSS and JS, auto-dedact/self-tought, I don't find it difficult but there are things that i could learn to make things smarter such as, php, angular, mySQL, JQuery etc. I spend about 1 month on the creation of this portfolio, and just about 1.5 weeks on the structure. I started because there were no template that fit a game developers portfolio out there by proffesional companies, and since i had to do adjustments anyway i decided to do it all myself

C#

C# is my go to language, I picked it almost imeadiatly after learning Java at university's 2nd semester, and was fortunate enough that C#6.0 was used to teach complex software systems and Image processing on the 3rd semester. I used C# in my AI exam project (i worked with Aleksander Kähler) on reinforcement learning, we used no libraries for AI and created our own little Q-learning AI that we applied to a mouse and a labyrinth, and compared it to wallfollower and other tings which we worked on implementing, on our own, which required a profound understanding of collections.

Unity3D

Unity3D has been a regular part of my work both at university and at game jams since i learned to use it. All from version 3 to 2019 i've used unity, and got proficient at MonoBehaviour. I make most my games in Unity, though i have tried Godot, and other engines, i feel like Unity still has an edge in terms of quick coding, and heritage advantages over other mono like API's used in Godot, though for longer projects (2-4 years) i see prospects in an open source engine.

Git Repository

For almost all my projects i have used git, either based on BitBucket or GitHub, I learned some terminal terminology and have had to use it once or twice. But mostly i used GUI based systems to control it. However, i also understand how it works, and handled merge conflicts manually, ive reverted, used git-flow once in an 11-man team. I also used LFS and set up gitignore manually on several occations.

3DS Max

My history with 3ds Max goes back to ~ 2006. I started with Library editons through books, but it took a while before got to learn how to actually use it properly, which was not until 2013 at UNF - Game Development Camp, I did the Most of the Low - poly Character the cannon barrel and the cannon base exluding wheels and hilt and fuse base. and the trees. My partner did the other 3D, of Pain Game , During Highschool and University i used Autodesk to learn more and I would consider it my go-to 3D tool. Though i have used Maya, Blender, Mudbox at different occasion. When i teach and help i use Max as it is generally easier to pick up without making disasterous mistakes that are hard to spot and teach how to fix.

Substance Tools

I actually only just picked up Substance tools in 2019, I did so after learning a few people at uni working with it, but at uni it was more the focus that we understood .cg the shader language for Unity3D, and the mathematics behind it. This is a more tedious approach but i managed to play with reflectivity and vertex deformation using sinosoidal waves for water, but had to give in to passes and resterization in my approach. Combine that with lacking IDE documentation support and poor colour coding, and you push programmers to the easier less time consuming tools such as Substance Tools

Inno Setup

During 4th Semester at University I wanted to do something nice for our software since we had the time. I decided that i had seen enough of unity3ds dumping folders and important files at the same place as the executable, so i decided to look for a wrapper that would install the game in the programs folder and then use a shortcut to the desktop like any other program. I found Inno Setup and it just so happend that my dad had given me a book on pascal which the wrapper is using, and that it has a nice little wizard to autocreate the wrapper instructions. I have since used it on some game projects, and i am quite fond of the little tool.

Audacity

I've been using audacity for a long time, for various methods, its manly out of convenience and at some point i believe i will pick up ableton, to help where audacity comes in short. I've been using my knowledge of signal processing from Audio Processing course at University to understand and meddle with sound to create foley sound effects for games such as the current project Golden Gun: 64 Legacy, Where a plastic ruler flicked against the table is modulated and edited to sound like a jump-pad sound in audacity, pitch change and other effects, play a great role.

VisualStudio

I've worked with a bunch of different IDE's but visual studio is by far the most versatile and include's more options for multiple applications, and it has an embbedded distribution in with Unity3d, when you use the community version. I also had the option to use the proffesional version through University untill the subscription was cancelled. The Applications for web coding means that it was used to create this portfolio in also. I briefly used an edited version of the 2008 version, when i was playing around with LUA and XML for World of Warcraft Addons, through WoWAddonStudio. But its just one of many; I've used, PyCharm, AndroidStudio, and many more i dont even remember the names of.

Photoshop

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SourceTree

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Office365

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Godot

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Unity Collab

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Audioblocks

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Java

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Python

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Matlab

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