Hi! I'm Richard Achahboun, a developer at Inspired Gaming. I'm passionate about making games and as you can see, I've already contributed to some awesome projects! If you'd like to contact me about my work then please feel free to do so.
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Rink Riot
Rink Riot is a PlayStation® 4 university project developed using Sony's PhyreEngine. The project was started during a module in my 3rd year at Sheffield Hallam University and continued into my final year. As part of a team (two programmers and five artists) I handled and tweaked our Box2D physics implementation, gameplay logic and implemented a variety of features to help the game feel as polished as possible, including a training mode and vehicle select screen. As you can see, the visual style of the game and feel of the game were completely overhauled in my fourth year to suit a sci-fi aesthetic. As a gameplay programmer I overhauled the physics and handling, implemented power ups and worked closely with the designers to balance our different vehicles.
Key Tech
- PhyreEngine
- C++
- Box2D
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Final Year Project: Dynamic Pathfinding Comparison
For my final year project at Sheffield Hallam university I reviewed and compared pathfinding algorithms in the context of a dynamic urban traffic environment, similar to what one might find in city builder games such as Cities: Skylines. I have implemented several algorithms, ranging from a basic Depth First Search to more complex Lifelong Planning A* searches. I have also created a 3D visualisation using DirectX 9 and a 2D visualisation in OpenGL to demonstrate the applicability of my research to games.
Key Tech
- C++
- OpenGL
- DirectX
- Report Writing
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Snake
A console window implementation of the popular 90's mobile game Snake built in C++ over a couple of evenings for fun. Download the full source code and VS 2015 project files below.
Key Tech
- C++
Download Source -
DinoBuilders: RoboSaurWars
RoboSaurWars is a HTML5 minigame built into the world of DinoBuilders. As part of a programming team of two I worked mostly on implementing game logic, and liasing with the team building the virtual world to ensure that messages game results and achievements were recieved properly by the game world. We also worked on a tool to allow a designer to rapidly create levels, using an XML data driven format to allow for the game to be easily extended.
Visit WebsiteKey Tech
- JavaScript
- CreateJS
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Sqwishland
In my first two weeks at Dubit as part of my trial period I recreated an HTML5 version of an existing Flash "hidden object" minigame without access to the original source code. I later returned to the Sqwishland project to help with bug fixes in the virtual world, as well as code reviewing and improving minigames that had been outsourced to an overseas company to ensure they met Dubit's high code quality standards.
Visit WebsiteKey Tech
- Haxe
- JavaScript
- CreateJS
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Firebugs of Ancorra
Towards the end of my time at Dubit I started work on implementing a fresh UI for a functionally complete game. This included a node map style level select screen, end of level pop ups and a pinball style queue for bugs waiting to be launched.
View on the App StoreKey Tech
- Starling