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Shadowgrove

C++ / OpenGL Game Engine Project

RoleProgrammer (one of five)
Team5
TechnologyC++OpenGLFreeType

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Add the image to public/images/shadowgrove/shadowgrove-hero.png, then replace this box with <img src="/images/shadowgrove/shadowgrove-hero.png" alt="Shadowgrove gameplay">

Key gameplay screenshot to introduce the project.

// Overview

Shadowgrove is a non-violent 2.5D potion-search maze developed as part of a team-built game engine project.

I worked as one of five programmers on the team, contributing gameplay and engine-level systems while working with the rest of the team to turn the prototype into a playable experience.

// Technical Contributions

My work included several core gameplay and engine systems:

  • Collision detection and response
  • 8-direction character movement
  • FreeType-based text rendering
  • Tutorial functionality
  • Pause-on-tab behavior
  • Performance-related improvements
  • Distribution and deployment

Working directly in C++ and OpenGL gave me experience with the lower-level systems behind a game rather than relying entirely on an existing engine.

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Add the image to public/images/shadowgrove/shadowgrove-gameplay.png, then replace this box with <img src="/images/shadowgrove/shadowgrove-gameplay.png" alt="Shadowgrove maze gameplay">

The potion-search maze in play.

// Working on a Team

With five programmers contributing to the same codebase, the project required us to divide responsibilities, integrate systems, and debug interactions between different parts of the engine.

This was one of my earlier experiences developing game technology as part of a programming team and helped establish the C++ foundation I continue to build on today.

// What This Project Demonstrates

Shadowgrove represents an important part of my progression toward gameplay programming.

It gave me hands-on experience with C++, game-engine architecture, gameplay systems, debugging, and performance, providing a foundation that I am now applying to Unreal Engine and more advanced gameplay systems.