Benjamin Owens
Benjamin Owens
Software Engineer

 


 

Experienced Software Engineer and Game Developer Specializing in UI Technical Design and Development.

Below is a portfolio of Game Projects I’ve developed independently or as part of my education.

A downloadable copy of my resume can be found here.

 

 PORTFOLIO


Click on the thumbnails to see gameplay/screenshots.

 

SHIN and the Guardians of Spirits

Third-person action game currently in development in Unreal Engine 5. Co-Leading cross-functional team of over 10 members, overseeing visual and technical design of all UI elements, implementing reusable UI systems and components.
Developed using C++ and Blueprints
Main Roles included: Co-Lead, Technical UI Designer, UI Engineer

 
 
 

Crazy Arena Chaos

Third-person action game developed in Unreal Engine 5. Designed and developed main UI elements including HUD, menus, fonts, etc. Integrated functionality with front-end and worked with cross-functional team to achieve desired implementation.
Developed using C++ and Blueprints
Main Roles included: UI Design and Development

 
 
 

GETTING EVEN: OFFICE RETRIBUTION

Final project at Full Sail University. Third-person action game. Worked on a team with 3 other programmers who designed, developed and oversaw the entire life-cycle of the project. Developed in a custom engine using C++. Worked with character/environment artists, and sound designers who provided assets.
Developed using C++
Main Roles included: Base Collision Library, Level/Scene Management, Item Management, Gameplay

 
 
 

TIMELOCK

Mid-term project at Full Sail University. Side-scrolling puzzle-platformer. Player has the ability to slow/stop time and must avoid obstacles while trying to break out of a test facility. Worked with 2 other programmers who designed and developed the project over 3 months.
Developed using Unity C#
Main Roles included: Player Input, Menu States, Animations, Gameplay, Obstacle Implementation

 
 
 

DirectX Rendering Engine

Graphics project at Full Sail University. Developed using DirectX 11. Implemented several 3D graphics techniques including lighting, model loading, multitexturing, instancing, and tessellation. 
Developed in C++

 
 
 

BRICK BUSTER

Software Design project at Full Sail University. Brick Breaker clone developed using 5 software design patterns (Command, Flyweight, State Machine, Observer, and Prototype).
Developed in C++