Mia Rolfe
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MiniFPS

Wolfenstein 3D-style raycaster

What I did

I wrote a Wolfenstein 3D-style raycasting renderer that runs on Windows & macOS. The goal of this project was to improve my C++ skills.

Project length

3 months of active development

Team size

1

Platforms

Windows, macOS

Technologies

C++, SDL, CMake, Git, GitHub Actions

CHIPSZ

Augmented reality action game

What I did

I developed and released an AR action game in close collaboration with 8 other students and 2 mentors at Havok. We used the StereoKit framework instead of a game engine like Unity so a large part of my role was writing core subsystems. These included an object pooling system, the audio manager, and the main game loop. I also wrote some shaders in HLSL for the projectiles the player utilises during the game.

Project length

5 months

Team size

9

Platforms

Microsoft HoloLens 2

Technologies

C#, Stereokit, HLSL, Git, GitHub Actions

Fallsbury Heresy

Interactive witch-focused visual novel

What I did

I developed and released a narrative-focused Twine game in collaboration with 5 others (narrative designers, artists, and a producer) for the Narrative Design Jam 2023. I implemented features, visual effects, and layouts as requested by the rest of the team. My cross-domain communication skills were vital for my success in this project; we were shortlisted for the top prize.

Project length

3 weeks (game jam)

Team size

6

Platforms

Web

Technologies

Twine, HTML, CSS, Git

ft-euler

Pathfinding for an autonomous racecar

What I did

I developed and delivered a pathfinding system for an autonomous car in Formula Student UK 2023. To define my approach to the problem, I read relevant academic papers to understand the current state of the field, and then summarised them for consumption by the rest of the team. Another important task I undertook was defining input and output specifications for the system. This was done in close collaboration with other team leads. Before competition, we iteratively tested and refined the system based on both real-world and simulated data. Nearly all simulations of our pathfinding stack were done in a simulator I created.

Project length

7 months

Team size

4

Platforms

Linux, Windows, macOS

Technologies

Python, Git, GitHub Actions

Tower Of Bagel

First-person adventure mystery

What I did

I designed, wrote, and programmed an interactive detective mystery game for a game jam. It featured a branching narrative powered by the Ink narrative scripting language, fully 3D modelled environments, and full voice acting for a plot involving a stolen bagel.

Project length

3 months

Team size

1

Platforms

Windows

Technologies

Unity, C#, Ink, Git

No Room

2D wave defense game

What I did

I created a 'Plants vs. Zombies'-style wave defense game as my entry in the Ludum Dare 54 game jam. I didn't use a game engine. The project is writen in C++, using only the SDL framework and a few utility libraries.

Project length

48 hours (game jam)

Team size

1

Platforms

Windows, macOS

Technologies

C++, SDL, CMake, Git, GitHub Actions

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