Hey there, my name is Marcus Nichols but my sweet domain name probably gave that away already.
I spent a few years studying Computer Games Design at the University of Huddersfield where I finished with a 1st Class Degree. I now make digital content for a variety of different people.
You might've seen me out and about in the Yorkshire area, I attend quite a number of game developer events and sometimes I'm running around marketing whatever I'm currently working on.
My latest project is Hyper VR Party Ware, but I've also been doing a fair amount of contract work for some fantastic teams. Check out the stuff I've worked on below.
Hyper VR Party Ware is a party game that consists of a wide variety of different mini-games. It was a project that I started in my final year of University where I lead the development.
I then took it on further with several of the original team members and together we went on to win numerous awards. I contributed significantly to the project in areas such as Game Design, VFX, UI/UX Design, 3D Models, Texturing and more.
In Hyper VR Party Ware, players are seamlessly transported to a wide variety of different mini-games where each one provides a unique VR experience. Players must complete these mini-games in quick succession in order to gain points.
Failing a mini-game causes the player to lose a life, lose too many and its game over! Players can either compete for the highest score online or against their friends in local multiplayer.
Pocket Galaxy is an incremental game that I lead the development for at Canalside Studios during my placement year. I was the project lead and I also contributed a lot of work to the project such as all of the user interface elements, a lot of the design work, shaders, models, skyboxes.... you get the idea
In Pocket Galaxy you take control and build your very own intergalactic mining fleet. Tap as fast as you can to aim your laser cannons and destroy a diverse galaxy of planets, all in the name of glorious profit!
It’s planetary bubble wrap, all sealed and packaged for your phone!
Castle Kit is a personal project that I developed during my final year of university. Everything within the project was designed and developed by myself within Unreal Engine 4 with the exception
of the audio.
Castle Kit is a technical art tool in which allows users to dynamically build castles by simply clicking to create and remove blocks. The application will automatically figure out what meshes to place in order to create a cohesive castle.
It was built using Unreal Engine 4 and was scripted using the Blueprint visual scripting system. You can watch the development progress video below as well as download a compiled version of the project.
Dual Souls was a game I created with two of my university friends for the Unreal Engine February Game Jam, 2015. Together we created the game from the ground up, over a period of 3 days and ended up being one of the three winners of the competition.
In Dual Souls your task is to bring two lost souls together and unite them by solving a series of puzzles contained in small, bite-sized levels.
I was responsible for managing the project, blueprint scripting, user interface, character orbs, texturing. I created a drag and drop system where buttons could be easily placed and linked to walls so that the designer on our team could easily create levels.
Trigger Time is an Unreal 4 project that I developed on my own during my second year at University. I had no prior knowledge of Unreal Engine 4 when I started this
project and it became a great project for me to learn the blueprint scripting system within the engine.
The brief was to develop a level in UE4 and I instead developed a twin stick shooter that's jammed full of power ups and abilities for the player. It currently only has one level which was designed to give the player multiple pathways to follow whilst surviving against hordes of enemies.