Isaac Dexter

About

A photo of me holding a chicken!

I'm Isaac Dexter, the human being in the picture above (not the chicken, her name is Millicent).

I'm a general programmer ๐Ÿง‘โ€๐Ÿ’ป with a keen interest in Graphics Programming - I've worked with DirectX 12, DirectX 11, and OpenGL.

I love taking part in game jams! ๐ŸŽฎ My most recent was TP ๐Ÿงป, a short comedy horror game made in Unity for Scream Jam 2023 ๐Ÿ’€.

Hobbies

Contact

Skills

Education

BSc (Hons) Games Programming

Staffordshire University, Stoke-on-Trent
Sep 2023 - Present

  • Level 6 Games Programming student on a TIGA accredited course tailored towards building industry standard skills and practices.

A-Levels

The Corsham School, Corsham
Sep 2019 - Aug 2021

  • A* - Computer Science
  • A* - Mathematics
  • A - Further Mathematics

Experience

Kingsley Bird & Falconry Center

Kingsley Moor
Volunteer
Jan 2023 - Mar 2023

  • Animal care
  • Landscaping
  • Maintenance

Atworth Youth Club

Atworth
Volunteer
Jan 2016 - Sep 2019

  • Working with children
  • Activity organization

Projects

These projects are in a rough chronology. If you're interested in a project, clicking on one will take you to its subpage, where I'll talk about and show off the project even more!

EMTE

A screenshot of EMTE, showing a pair of portals.

Euclidean Manifold Topology Engine, or EMTE, is the artefact I've been creating for my dissertation. It's a prototype for an engine and toolkit tailored to making things that defy the rules of geometry in our world. Portals, hallways that bend back on themselves and all sorts of other impossible spaces, made possible.

  • DirectX 12
  • Graphics
  • Low-level
  • Rendering
  • C++
  • HLSL
February 2024

LLPO

A screenshot of LLPO, showing bouncing cubes

Low-Level Platform Optimization, or LLPO, is an optimized physics application completed for my Low-Level Platform Optimization Level 6 module. It's an optimized version of an OpenGL physics framework that makes use of memory management and asynchronous multithreading to improve performance. I also ported this framework to the PlayStation 4 SDK, which involved getting familiar with Sony's PS4 graphics API and SDK.

  • OpenGL
  • ORBIS
  • Graphics
  • Physics
  • Low-level
  • Memory management
  • Asynchronous multithreading
  • C++
  • PSSL
December 2023

TP

TP's cover art, a drawing of a spooky bathroom.

TP is a silly, spooky first-person horror game made in Unity for Scream Jam 2023, where it placed 6th. I helped make the game as part of a group three (two programmers and an artist) over a single week. I worked on the UI, programming many of monster mechanics, level design and even voice acting!

  • Unity
  • UI
  • Gameplay
  • C#
Oct 2023

DirectX 12 Toolkit Graphics

A prototype graphics application featuring 3D shapes on a grid.

DirectX 12 Toolkit is a fantastic tool for teaching yourself the fundamentals of a low-level graphics API if you're unfamiliar. This project was my way of doing so! It's in no state of completion (and likely never will be), but it taught me what I needed to know to apply myself to this API. I would highly recommend a combination of DirectX 12 Toolkit's Tutorial and then the DirectX 12 Graphics Samples to teach yourself DirectX 12.

  • DirectX 12
  • DirectX 12 Toolkit
  • Graphics
  • Low-level
  • Rendering
  • C++
  • HLSL
Jan 2024

DirectX 11 Graphics

A screen shot of DirectX 11 Graphics, showing detailed objects in a graphics application.

DirectX 11 Graphics is a graphics framework built in DirectX 11 for my Further Games and Graphics Concepts Level 5 module. It's a basic graphics framework that can load models and textures, facilitating the creation of various scenes, explorable through a flying camera. It features Phong lighting, specular mapping, skyboxes and billboarding.

  • DirectX 11
  • Graphics
  • Rendering
  • C++
  • HLSL
December 2022

DirectX 11 Physics

A screen shot of DirectX 11 Physics, showing cubes bouncing in a graphics application.

DirectX 11 Physics is a physics framework built to extend my DirectX 11 Graphics Framework as another part of my Further Games and Graphics Concepts Level 5 module. It's a rudimentary physics framework that can handle collisions and collision resolution between rigid bodies. The project can handle box, plane and spherical collisions and their resolutions, although collision rotations appear incorrectly.

  • DirectX 11
  • Physics
  • C++
May 2023

High Vaultage

A screen shot of High Vaultage, a futuristic-looking FPS.

High Vaultage is a Parkour Platformer FPS made in Unity for my Technical Games Production Level 5 module. I helped make the game as part of a group of seven over the course of 6 weeks. I worked primarily on gameplay and UI programming, where I made the tweakable settings, weapon wheel and weapons system.

  • Unity
  • UI
  • Gameplay
  • C#
February 2023

Vehicle AI

A screen shot of my Vehicle AI project showing two 2D cars from above.

Vehicle AI is a steering behaviours and decision making simulation involving two taxi drivers trying to deliver fares. It was created for my Artificial Intelligence For Games Level 5 module. The application features two autonomous cars that can navigate and 2D world according to steering behaviours the user selects. It also features decision making through finite state machines; a seperate mode can be selected that makes the cars act as taxi drivers, making decisions according to the location of fares, destinations, fuel pickups and speed boosts.

  • AI
  • C++
  • Steering behaviours
  • Finite state machines
May 2023

Chatroom

Two client applications connected and talking in a brightly coloured chatroom.

Chatroom is a client-server networking project with a simple chatroom interface, made for my Concurrent Networking Applications Level 6 module. I made the application in C#, with the interface built in .NET for the chatroom. It uses a dedicated server, and the chatroom features direct and public messaging, nicknames and more. The application encrypts and packets all data transferred, and makes use of multithreading to handle networking operations concurrently.

  • Networking
  • Encryption
  • Windows forms
  • Client-server architecture
  • Multithreading
December 2022