WORK IN PROGRESS
Dissertation;
How AI can be used within games to change difficulty based on a players performance

The aim of this project is to maintain or improve the players game play experience by adjusting multiple factors depending on their failures or successes. The reasoning behind this topic was due to my lack of knowledge behind the techniques of how game AI functioned. I used the opportunity to conduct an experiment to determine whether putting participants in a test between profile based difficulty and dynamically adjusted difficulty proves whether dynamic difficulty enhances a players experience. This screenshot below shows an early snap shot of development where AI has just been implemented to chase after the player.
Virtual World:
Another project that is currently in development is creating a realistic world correctly using the GPU pipeline. Below is a screenshot of a single terrain ready for the next stages of tessellation and foliage.
Tessellation
Working with the control shader when zoomed in and out the level of detail increases and decreases. At a low level the primitive translation vector can be seen of which every object has been rotated and placed around within the 3D space. 
Unreal Blueprint Inventory System:
This project is one of my own to get an understanding of how unreal's blueprint system works implementing features like an Inventory system, building mechanics. Its more focused on working on in game economies and mechanics and making them more efficient.
Work in progress
Published:

Work in progress

Project filled with work i have being made currently

Published: