Gregor Roden

Hello!


I'm Gregor, a fourth year student at Abertay University in Scotland soon to graduate the Computer Game Applications Development degree.

I'm passionate about gameplay programming and have experience with C++, C# and a variety of game engines, primarily Unity and Godot.

Ever since I was young, I've had a strong interest in game development and learning how games work. I spent countless hours making games on Scratch, messing around in level editors like Super Mario Maker and LittleBigPlanet, and watching YouTube videos about the development of my favourite games. This eventually lead me to where I am today, studying games programming at university, as well as creating games in my spare time with the Godot game engine.


EmailCV

Portfolio


Here are some of my projects, both personal and from university.
Click on the thumbnails below to learn about each project!

Chunklands

C# - Godot 4 - 2026

Get on itch.io
YouTube video preview image
YouTube video preview image

A 3D platformer prototype with procedurally generated levels tailored to the genre.

Winner of the Abertay Digital Graduate Show 2026 - Ninja Kiwi Award for Games Programming. Level generation, player character, level mechanics, and everything else was programmed by me, using the Godot engine. Solo project for my Honours.

Key features:

  • Seed-based level generation. Random level seeds can be played, as well as preset seeds and seeds chosen by the user via a given integer.
  • Each level uses a small, randomised palette of objects, ensuring each level has a focused theme with unique set of mechanics.
  • Levels are constructed from pre-designed level chunks, similarly to Spelunky or Dead Cells, and contain parameters to provide variation.
  • Chunk contain spawn points assigned to different object categories (e.g. enemies, platforms, movement aids). Different objects are used depending on the level's object palette.
  • Chunks further into levels utilise a higher number of enemies and hazards, resulting in a gradual difficulty curve throughout the level.
  • Chunks contain "hole" shapes that cut out parts of its terrain using Godot's CSG nodes. More holes are used further into levels, resulting in trickier terrain and contributing to the difficulty curve.
  • Chunks have a 50/50 chance of their layout being mirrored, providing easy variation.
  • Certain chunks have a "condition gate", where a gate will unlock once a condition is met (e.g. kill all nearby enemies, collect all pink gems). Only two gate chunks appear per level.
  • Chunk terrain material can be randomised, as well as the skybox and music.
  • Many different objects were developed, across a range of categories:
  • Enemies - e.g. chasing, charging, jumping and shooting variants.
  • Movement aids - e.g. bouncy bubble, punching piston, water column.
  • Floating platforms - e.g. bouncy platforms, falling platforms, platforms that boost the player forwards.
  • Hazards - e.g. stealthy spikes that appear once nearby, fire pillars that extend and retract on a cycle, a jumping lava ball, bullet shooters.
  • Player controller:
  • Responsive controls - features smooth movement with accel/deceleration, variable jump height, coyote time, jump buffer, etc.
  • Wall sliding and wall jumping mechanics, similar to Mario games.
  • Attack action, which can knockback and defeat enemies. If used mid-air, also acts as a double jump.
  • Dynamic camera system:
  • Can shorten distance from player to avoid clipping into terrain.
  • Can focus on player's last grounded position rather than their true position to avoid unnecessary camera motion.
  • Automatically turns when player moves left or right relative to the camera, can be overridden with mouse or right stick.

Game Jams Highlights


I enjoy participating in game jams with friends
and other students. Here are some highlights!

Golf For It

C# - Godot 4 - 2025

Get on itch.io

An endless golfing game with upgrades, inspired by Hill Climb Racing.
This was made in a group with 2 other programmers and 2 doing art.

Aspects of the game I developed:

  • Golf ball click-and-drag mechanic and its visuals.
  • Dynamic camera (smoothly follows player and zooms on or out based on their speed).
  • Sound effect implementation (e.g. incremental coin pitching, distance "tick" sounds).
  • In-game HUD and some other UI elements.
  • Golf ball trail effect.

Contact


Email