Joshua Hodgetts
Portfolio

Game Programmer Student Studying at AIE Sydney

Whispers In The White

WITW is a first-person horror game set in a remote, snow-covered wilderness. A core feature of the game is a fully deformable snow system that generates dynamic trails for both the player and AI entities, making movement, tracking, and encounters feel immersive and believable.
I developed the game’s advanced AI, including realistic deer behavior and a dynamic chase sequence, using behavior trees, environment queries (EQS), and a dynamic speed system to create responsive, lifelike interactions.
The atmosphere is further enhanced by a dynamic weather system capable of producing blizzards and shifting visibility, adding tension and unpredictability to each encounter.
This project was created in a team of seven, including three designers and three artists, with my role focused on gameplay programming, AI systems, and environmental interaction.

VR Archery Game

This VR archery game focuses on delivering a highly responsive and realistic bow system, designed to feel intuitive and satisfying across a wide range of skill levels. The bow mechanics simulate real-world tension, draw strength, and aiming feedback to create an immersive archery experience.
I also developed a dynamic target-throwing system that launches moving targets with varied speeds, angles, and patterns, giving players a challenging and engaging training environment.
The project was created as part of a team, where I focused on gameplay programming, interaction systems, and fine-tuning the feel of the bow and targets to ensure smooth VR performance and a polished player experience.

My First Game
Tetris 3D

I developed a 3D Tetris game as my first project. The game brings a fresh perspective to the classic Tetris gameplay by adding a 3D environment. Built using unity and c#, the project highlights my skills in collision detection, saving and loading game data, and game mechanics.

Maths For Games
Tank Game

For this project, I implemented key mathematical concepts essential for 2D and 3D game development, including vectors, matrices, and collision detection techniques. Using RayLib and Cpp, I wrote code that handles vector and matrix manipulation and built unit tests to ensure accurate output. Additionally, I explored basic binary operations and implemented collision detection algorithms to determine object interactions. This project demonstrates my understanding of game math and coding, crucial for game development.