Mini gaming projects

07 Jan 2014 • 1 min read

Gaming projects that are too small to warrant a page of their own

Seacat

Repository

A short-and-sweet game developed together with NiceSlice for Ludum Dare (April 2025). The decision to join was purely spontaneous and was taken the day before, causing a lot of other engagements and responsibilities to slow down development.

I opted to go for GameMaker with simple pixel art graphics considering that I have been out of game development for a few years now. The goal was to simply have something finished either in one weekend, or easily finishable within the 3 week-long Extra category.

It’s not the most complex of games, however we had fun putting something together!

GameMaker

Space Invaders

Repository

A clone of the classic Space Invaders arcade game, originally it was an interview challenge for a gamedev job I applied to in 2014. The goal was to build a fully working game in 7 days, but with enough abstraction to allow for easy plugging in of different implementations of the engine components (renderer, user interface manager etc.). For handling low level input/output and rendering calls I used SFML

Plus, it’s Space Invaders, and who doesn’t like Space Invaders!

C++ and SFML

pyPlatformer

pyPlatformer

Repository

Something I started working on in 2015 before & after starting my new position as a system assurance engineer at Imagination Technologies in 2015. The goal was to refresh my Python skill and have a go at writing a component-based game engine (Unity-style) rather than an inheritance based one. The latter was more of my area of expertise due to a few years of working with the Source Engine. For the media library handling system calls, rendering and input/output I used PyGame and split the game into separate engine & game modules for easier code re-use. Thanks to PyTMX levels could be built quickly using Tiled and imported straight into the game.

Python and pyGame

Scavenger - an Arma 3 Mission

Scavenger

Repository

An early prototype that never received a proper test run. As a follow up to Manhunt I decided to try a more symmetric Player vs Player approach, but with AI added to the mix to balance the lack of human opponents. The mission is still geared towards groups of 4-6 players.

Players are evenly split between two teams, both are tasked with recovering briefcases from the city of Vorkuta. The city, however, is occupied by AI which patrols the streets and positions snipers on the roofs. The players have to either deal with the AI guards, or sneak past them whenever possible. This also means that running into the opposing team might require holding fire and cooperating to avoid mutually assured deaths.

Arma 3 Eden Editor and SQF

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