Portfolio of Peder Sloth Züricho

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Welcome!

Thanks for checking out my portfolio! Here are a few things I am currently showcasing =>


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:

Play Dinosauce
Play Golden Gun: 64 Legacy
Play Bumper Rockets Nukazooka
Play MonkeyDunkers
Play Fateful
Play Boom Boom Flyers
Play Princess' Pit
Play Village Defender
Play Crispy Christmas
Play Kampen om de gyldne dråber
Play Rabbit Fire
Play FallIn
Play Blades of Destruction
Play PainGame

Skills and Tools:

HTML5 - CSS3 - Java Script

My experience with HTML CSS and JS, have roots in my childhood, although I didn't do any web between then and 2019ish.

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My experience with HTML CSS and JS, have roots in my childhood, although I didn't do any web between then and 2019ish. This Website started with just those 3 no Angular, or SQL, Bootstrap, Ajax etc. I initally spend just under 1 month on the creation of this portfolio. I opted for AI-Programming instead of WebDevelopment in University, so what I put together then was really sketchy. But I've learned with time, and there are many things I want to change. Perhaps, this is a good example of learning by doing through prototyping. Unfortunately, I don't have a public changelog that shows evoultion at this time, but the PHP-transition has been in process a while now.

C#

C# is one of my strongest programming languages, I started Learning C# while I was still learning Java at university's in 2016,

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C# is one of my strongest programming languages, I started Learning C# while I was still learning Java at university's in 2016, and was fortunate enough that C#6.0 was used in other courses such as Programming of Complex Software Systems, where .Net and Networking with TCP/IP was also included. C# was then again used for the course Image processing on the 3rd semester. So I have used it frequently since 2016. I also used it for my AI exam project, where I worked with Aleksander Kähler on Q-Learning i.e. reinforcement learning. We made it without AI-libraries and created our own little AI Mouse in Unity3D that we made navigate a labyrinth/maze. I also impemented Mixins for usage in Unity3D for my Masters Thesis. There are many projects with C# on this site, if you are curious after more examples.

Unity3D

Unity3D has been a regular part of my work, for many years: At university, game jams, Game Development Camp, Bedtime Digital Games and

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Unity3D has been a regular part of my work, for many years: At university, game jams, Game Development Camp, Bedtime Digital Games and Brønderslev Ungdomsskole to name a few. I have used it since version 3, and I am quite experienced with MonoBehaviour, less so with the Entity Component System, but I do have some experience with CG shaders, though it always bothered me that the IDE support for .cg was virtually non-existent. Most of the games I have worked on, have been made in Unity3D, though I am familiar with Godot, and Unreal Engine 5, among other engines also. In my opinion Unity3D is also a great prototyping tool, if the physics engine agrees with it. The physics in 3D can be wonky and requies a lot more work to be put in compared to Unreal Engine; I have abandoned a game idea once, because the physics engine in Unity was unsuitable for what I wanted to do. All-in-all: I am quite Experienced with Unity3D.

Git Repositories

For almost all my projects i have used git, either based on BitBucket or GitHub, I learned some terminal

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For almost all my projects i have used git, either based on BitBucket or GitHub, I learned some terminal terminology, I have used it in MSBuild and also in terminal clients. But mostly, I used GUI based git. I also understand how git works, and I've handled merge conflicts manually many times, I've reverted, and I've used git-flow, feature branching, LFS etc. CI/CD I am familar with.

3DS Max

My experience with Autodesk 3DS Max goes back to ~ 2006. I started with Library editons through books, but it took a while

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My experience with Autodesk 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 3D-buddy did the other 3D, of Pain Game , During Highschool and University I used Autodesk 3DS Max, and Maya. Although I have used Maya, Blender, Mudbox at different occasions I prefer 3DSMax if I have the choice. When I tought 3D, I've always used 3DSMax, because it's the software I am most experienced in when it comes to 3D.

Substance Tools

I actually only just picked up Substance tools in 2019, I did so after learning a few people at uni working with

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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 build rather than the messy

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During 4th Semester at University I wanted to do something nice for our software build, rather than the messy executable with a bunch of folders. So I went looking for a wrapper that would pack the gamefils, folders etc. such it would install it in the programs folder on the PC, and create a shortcut to the desktop - just like any other program you would install. This would also reduce the file clutter inside our zip-folder submission to a single executable like Setup file. 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. Although in hindsight, it might have been more trouble for the professors this way, but hey the effort was there.

Audacity

I've been using audacity for a long time, for various methods, its manly out of convenience and at some point i

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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

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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 don't recall the names of.

Photoshop

I am an experienced user of Photoshop, among things I've been using it for are addons, games and UI. e.g. game textures

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I am an experienced user of Photoshop, among things I've been using it for are addons, games and UI. e.g. game textures, sprites, icons, particle effects, 9-slices, height- and noisemaps, thumbnails (both character and icons), grayscale icons for later HSV and shader usages. Additionally, I have used it for SVG and Vector art in other contexts such as this website among others. I also have experience with other Adobe Software including Adobe XD, Adobe Illustrator, Adobe Audition, Adobe Premiere, Adobe Lightroom, and Surface Tools.

SourceTree

Although I can use git with at terminal level, I prefer Sourcetree and sometimes GitKraken, when the codebase includes multiple branches.

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Although I can use git with at terminal level, I prefer Sourcetree and sometimes GitKraken, when the codebase includes multiple branches. SourceTree was the first GUI I used for git, and it's simply a good free and quick to use option. This includes setting up LFS and featurebranching. It works nicely with PuTTY and SSH. I am using it frequently in my work, and it carries over to other GUI options easily.

Office365

This almost should be considered general knowledge, but in my case it goes a little beyond just typing in Word.

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This almost should be considered general knowledge, but in my case it goes a little beyond just typing in Word. Specifically, VBA scripting in Excel, for data processing of many thousands rows of csv data from usertesting, as well as turning that data into intelligible and comparable scores of input accuracy throughput across input methods. You might want to check out EyeGazeGame for further detalis on that example.

Godot

I am familiar with Godot, and have made games with it. I have different preferences, but I can work with it.

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I am familiar with Godot, and have made games with it. I have different preferences, but I can work with it. In Projects - under Gamebrowser, the game Dinosauce is available. Dinosauce is made with Godot, and that experience didn't exactly convince me. I find the scene structure inferior to other patterns, although I have plans to revist it and this time use "mixins", to have a component-like backbone.

Unity Collab

I have experience with Collab for Unity, in some ways I prefer Collab over git for example.

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I have experience with Collab for Unity, in some ways I prefer Collab over git for example. However, there are many scenarios, where I prefer git over Collab. I find the building and deploy process far more impactful to get right when it comes to Unity. Given enough resources, I would probably opt for git, over Collab, however, Collab being such an integrated part of the engine, provides version control beyond what's possible for git. I would say that I have a good perspective of both.

Audioblocks

I have experience with foley, but for stock, or temporary royaltyfree placeholders, I

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I have experience with foley, but for stock, or temporary royaltyfree placeholders, I have used Audioblocks, or Storyblocks as it goes by nowadays, on multiple occasions. You Storyblocks attached as a tool on my projects across this site.

Java

I have experience with Java, from University. Our introduction to OOP on Medialogy was Processing followed by Java.

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I have experience with Java, from University. Our introduction to OOP on Medialogy was Processing followed by Java. I actually transitioned to C# from Java in 2016. But I have made basic apps in Java, which I build to android, using Android Studio. Syntactically, it's basically the same for me for all C-like languages.

Python

My experience with Python can mostly be linked with AI-Programming - which is a 5ECTS Course from my BSC, although

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My experience with Python can mostly be linked with AI-Programming - which is a 5ECTS Course from my BSC, although we used Python for most of that course, I actually used C# and Unity for Steering, A* and Q-Learning, because my Coding Buddy and I, wanted to apply it in Unity3D. As for Python, we used PyCharm and Anaconda, and the most bothered I have been, is the optional semi-colon line endings, so no bother really.

MATLAB

I have used Matlab for academic work on multiple occasions, I've used it for my Bachelors Project to do signal processing

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I have used Matlab for academic work on multiple occasions, I've used it for my Bachelors Project to do signal processing - CrossCorelation, I have used it for Machine Learning, including LDC, QDC, and Feature Extraction. During my MSC, I had Machine Learning(Led by Prof. and PHD Mads Græsbøl), where my task was to apply Bayes Theorem and Linear Algebra to build, train and validate a classifier, which could diagnose Arrythmia and other heart conditions based on biometric data. In all honesty Matlab was not the difficult part, but this course requires you to know your Linear Algebra! And yet, I really hope they have transitioned to Python by now.

PhP

I have known of PHP since I was a kid, but only occasionally from december 2024. When I started

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I have known of PHP since I was a kid, but only occasionally from december 2024. When I started making this portfolio some years ago(~ 2020), I had opted for AI-Programming instead of Web Development as electorial, and I started from my childhood experience with HTML, and my experience with picking up new coding languages. First I had to abandon my plans to use C# and Asp.Net, then I sketchily combined HTML, CSS, and JS - without Ajax, Bootstrap etc. I was using iframe's and js, and params when a contact from the WoW Addon Studio community pointed out that I could use PHP include() and Cookies. In 2024 I began to transition to PHP and SQL, whenever I have time. The goal is an easily maintainable portfolio, suitable for many types of projects.

MySQL

SQL is something I have worked with for years, without realising I had picked it up. So I don't actually know for certain how

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SQL is something I have worked with for years, without realising I had picked it up. So I don't actually know for certain how much experience I have with it. It is possible, my first usage goes back to some inventory checks I did at my primary school, but I can say for certain that I have used variants of SQL, such as JQL. (I should note that I know SQL ≠ JQL) My experience is that of filtering and scanning databases with an SQL-like syntax. This includes JQL for jira, SQL for this site, Microsoft Excel, and probably more. But also e.g. MariaDB. Table structures are virtually just keys, values, memory allocation, pointers etc. i.e. datastructures; something I'm quite familiar with, as an experienced LUA programmer.