Andrew Bradbury's Portfolio

About Me

I am a software developer located in Rochester, New York. I am pursuing a master's degree in Software Engineering from the Rochester Institute of Technology, where I also completed my bachelor's in Game Design and Development. During my time at RIT, I have worked on projects with various tech stacks including a full-stack web application employing PostgreSQL, Python Flask, and ReactJS, Android app development in Java and Kotlin, and video games in C# and C++ made with the Unity and Unreal Engine game engines. While in my undergraduate program, I was involved in multiple game projects that were accepted into competitive programs such as MAGIC Spell Studio's MAGIC Maker Program and Open 3D Engine's Project Eureka. I am seeking an internship in software engineering, including front-end, back-end, full-stack, or gameplay programming.

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Projects

Phasebound

Link: Tech Demo Video

Genre:  3D Action-Adventure

My Contributions:  Implemented character gameplay mechanics, including movement and animations, using C++ and Unreal Blueprints. Designed and coded a unique movement system inspired by *Super Mario Galaxy's* planetary gravitation, utilizing advanced math concepts like quaternions, vectors, and matrix transformations. Developed modular, abstract enemy behaviors in C++ to support future scalability, integrating Unreal's Behavior Trees for defining and customizing enemy actions. Migrated the project from Unity to Unreal, rewriting C# scripts in C++/Blueprints with minimal compromise. Authored comprehensive documentation to streamline the setup of Unreal Engine with Visual Studio, addressing common issues and fixes. Collaborating with a cross-disciplinary team in Agile sprints, participating in weekly stand-ups, and providing on-going technical guidance and updates.

Platforms:  PC

Team Size:  6

Project Length:  Ongoing (June 2023 - Present)

Next Milestone:  Vertical Slice Demo (March 2024)

Engine and Tools:  Unreal Engine 5, Visual Studio, GitHub, Trello

RIT BetterMaps

Better Maps Logo Moving from Point A to Point B Better Maps Database schema I designed

Link: GitHub Repository

Category:  Interactive Map

My Contributions:  Utilized the Unified Modeling Language to facilitate the design of the BetterMaps app with use case, architecture, and class diagrams. Designed and implemented a local database to store persistent data about users, locations, and building amenities with the Android Room library. Incorporated unit and instrumented tests to ensure that code and UI interactions functioned as intended using the JUnit and Espresso testing frameworks.

Platforms:  Android

Team Size:  5

Project Length:  September - December 2024

Technology and Tools:  Android Studio, Java, Google Maps API, Android Room, JUnit, Espresso, Git, Trello

TaskMaster

TaskMaster home page TaskMaster log-in page TaskMaster new user registration TaskMaster taskboard The user's session has expired Domain Analysis diagram for TaskMaster Database schema for TaskMaster

Category:  Task Management

My Contributions:  Designed and built a database schema that persisted data on users, tasks, and sessions with PostgreSQL and the Psycopg database adapter for Python. Implemented a RESTful API using Python's Flask framework to enable database interaction through HTTP endpoints (GET, PUT, POST, DELETE), allowing for integration with the front-end client. Constructed a web application that provided a user-friendly and responsive interface with the React JavaScript library and the Reactstrap CSS framework. Created unit tests to ensure expected functionality during happy path and edge cases using Python's unittest library.

Platforms:  Web

Team Size:  2

Project Length:  August - December 2024

Technology and Tools:  Visual Studio Code, PostgreSQL, Python, Flask, unittest, ReactJS, Reactstrap, Git, Trello

Crystal Towers

Crystal Towers main menu Player has a choice of multiple rooms Player picks up crystals to fill their gun Player can make wind columns Player can place boulders Player can make slick ice splotches Player can shoot flames Player finds a key Player lights a brazier Player faces a fearsome foe

Link:  itch.io

Genre:  3D Adventure Platformer

My Contributions:  Designed and implemented gameplay functionality used to create elemental bullets. Used Unreal Engine's Blueprints and Niagara systems to make interactive and visually pleasing assets. Collaborated with other engineers to playtest and debug issues.

Platforms:  PC

Team Size:  5

Honors:  Won 1st place in all categories at the Bullet Jam.

Project Length:  1 week (April 13 - 20 2023)

Engine and Tools:  Unreal Engine 5, GitHub

Falling Hand

Falling Hand home screen Falling hand sample gameplay Sand falls and sinks Water and sand in action Sampling all particles Controlling cursor size and particle flow Using the camera to control the cursor Thumbs up to PoseNet

Link:  Webpage

Genre:  2D simulation, web application

My Contributions:  Developed the physics of the falling sand simulator using ES6 classes. Implemented settings and controls that are saved in and read from a JSON file. Utilized the Bulma CSS framework to create a website with a modern layout.

Platforms:  Web

Team Size:  2

Project Length:  1 month (November - December 2022)

Tools:  HTML5 Canvas, ml5 PoseNet Machine Learning, Bulma, ES6

Atoll Tale

Atoll Tale title screen The player dug up some treasure The player prepares to shove a boulder The player goes to dig up a treasure spot The player deflects an enemy cannonball The player bounces on their pogostick The player faces down a firing squad of enemies

Link:  itch.io

Genre:  Adventure platformer

My Contributions:  Managed a team of developers by scheduling meetings, handling task management tools, and finalizing creative decisions while adhering to Agile principles in Scrum-style sprints. Crafted 3D and 2D assets to match the design specifications of a 3D world inspired by Captain Toad: Treasure Tracker and The Legend of Zelda: Link's Awakening. Implemented assets in Unity by working with materials, shaders, and UI canvases.

Platforms:  PC | WebGL

Team Size:  4

Project Length:  4 months (August - December 2022)

Engine and Tools:  Unity, Autodesk Maya, Adobe Photoshop, Substance Painter, Trello

Personal Eyes

Title screen of Personal Eyes Green lights around a gnarled gate A grate filled with parts of a spider robot A view of the cathedral ceiling An elevator shaped like a gothic bird cage A spider enemy chases down the player The player observes some bullet-shaped pills The player aims their pistol at a turret The player can see themselves in a distorted third person view A figure is chained in place in a cathedral-like space

Link:  itch.io

Genre:  3D surival horror

My Contributions:  Created 3D environment models and textures inspired by PS2-era games. Interacted in an art pipeline including a creative lead, concept artists, and other 3D developers. Attended weekly stand up meetings to report progress and demonstrated progress to Rockstar triweekly.

Platforms:  PC

Team Size:  ~10

Honors:  Accepted into RIT's MAGIC Maker Program twice. Received frequent feedback from Rockstar Games developers. Exhibited at Imagine RIT 2022.

Project Length:  ~1 year (June 2021 - May 2022)

Engine and Tools:  Unity, Autodesk Maya, Adobe Photshop, JIRA

Resume

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