Alex O'Nions

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Games Programmer | Abertay's Dare Academy Finalist | 4th Year Computer Games Applications Development Student

Hi, I'm Alex

Games Programmer • Dare Academy Finalist • Abertay University Graduate


Ongoing Projects

Honours Project

Honours Project

3D Sword Procedural Generation creating historically accurate and visually appealing weapons.

C++ Procedural Generation Unity 3D Graphics
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Exploration of procedural generation algorithms in real time to generate historically accurate blade profiles, crossguards, grips, and hilts in 3D.

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Synaptic (Dare Academy Finalist)

Synaptic (Dare Academy Finalist)

A 3rd-year team project in Unreal Engine 5, selected as a finalist for Abertay's Dare Academy.

C++ Blueprints UE5 Dare Academy Group Project
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As Weapons, UI & Accessibility Programmer, implemented custom C++ weapon mechanics (finger guns, mesh-slicing scissors, chatter gravity gun), UI, aim assist, motion sickness mode, full controller support, and animation systems.

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Ba Ba BANG! Sheep

Ba Ba BANG! Sheep

An infinite procedural arcade platformer built in Unity (C#) for Mobile and PC.

C# Unity Mobile Android Procedural Generation
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Features an infinitely generated procedural level, mobile touch controls, aspect ratio scaling, object pooling, and parent/child inheritance structures for enemy behaviors.

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Mesh Cutting

Mesh Cutting

A 3rd-year C++ project in Unreal Engine 5 focused on runtime procedural mesh cutting.

C++ UE5 Ray Tracing Procedural Mesh
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Uses ray tracing to calculate cut locations and dynamically slice procedural meshes into separate chunks at runtime, recalculating collision bounds, physics, and center of mass for each slice.

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AI Evolution Simulation

AI Evolution Simulation

A Unity (C#) simulation using Genetic Algorithms where creatures mutate and evolve to survive.

C# Unity AI / Genetic Algorithms Simulation
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Implements crossover, mutation, and fitness scoring based on hunger/thirst. Includes custom UI sliders for population/food parameters and outputs survival data to text files for performance logging.

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Game Jam Projects

Blue

Blue

A Speed Jam #5 project focusing on lighting, atmosphere, and minimal drag-and-click controls.

C# Unity Game Jam Solo
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Created solo for Speed Jam #5. Focused on dynamic lighting, ambience, and simplified single-input controls to explore atmospheric visuals and audio design.

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The Reapers Garden

The Reapers Garden

A 2-color black & white wave survival game built in Unity (C#).

C# Unity Game Jam Solo
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A strict 2-color wave survival game where players collect souls to regrow the Reaper's garden while battling escalating waves of enemies.

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Skuffed

Skuffed

A 2-player local physics game where players control their opponent's arms and their own legs.

C# Unity Co-op Physics
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Developed during 3rd year in a team mentoring 1st-year students. Utilizes Unity rigid-body physics to create chaotic limb controls and ragdoll racing mechanics.

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Fire Breathing Space Corgi

Fire Breathing Space Corgi

A team game jam project featuring state-machine-driven enemy AI.

C# Unity Game Jam AI State Machine
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Focused on core player movement and flexible finite state machines for enemy AI, enabling dynamic state transitions between movement, multi-type attacks, and death.

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Explore more on the Projects Page or directly on itch.io: