Link Hub

Portfolio


Welcome to my portfolio! Here I will have links to my public projects and their source code (if available).


This Website!

Category: Personal Project

Nolan Casey logo

There is a lot more information about this site on the about page, but I will give a shorter version here. This website serves as both a hub for my self-hosted services and a portfolio for recruiters to see what I can do. It is hosted on my own hardware on which I am the sole administrator. The source code for the website itself is also available over on my Gitea site!

Links

Main Site | Source Code


Sweep Miner

Category: Personal Project

Mine

I had some downtime and wanted to work on a project. One of my favorite games is Minesweeper, so I decided to make a clone of it. It is currently under development, though the actual game logic is completely done. All that is left is to hook up the main menu, add sounds, and redo the input method so that I can port it to mobile devices.

Links

Source Code


Water Shader

Category: Classwork

This project was made for CS5641 Immersive Virtual Environments. It consisted of me researching how different water shaders were made and experimenting with making some myself. I also worked on a buoyancy algorithm, but only one was finished. None of the shaders turned out quite how I wanted, but I learned a ton about how these kinds of shaders work.

In the end, the things I have functional are a sum of sines approach using e^sin as the wave, and a sum of sines approach using gerstner waves as the wave. The e^sin shader also has a compatible buoyancy algorithm.

Links

Source Code


Croak Counter

Category: Classwork

Croak Counter home page

Croak Counter was a group project for CS4760 User Interface Design and Implementation class. I worked mainly on interacting with Google spreadsheets and storing survey data with local storage. I also worked on creating the survey pages. Most of the styling was handled by my teammates.

As for functionality, Croak Counter serves as a way for citizen scientists to provide information on frog populations to frog scientists in the Keewenaw. The site provides information on different frog calls, their mating seasons, and instructions on how to conduct a survey. Users confident in their ability to identify frogs based on their calls can use the advanced form, while the novice form just allows for a general "how many frogs do you hear" selector.

Links

Github Deploy


Speedin' Santa

Category: Game Jam

Speedin' Santa cover art

Speedin' Santa is a game I made in one month for a game jam. The theme was special delivery, and since it was a December game jam, I decided to go with a Christmas theme. The gameplay consists of steering Rudolph through rings that give a speed boost, while avoiding rings that slow you down. In order to score points, you have to make stops at marked houses and help Santa down the chimney.

The game was made using Godot 4.3 and is available to play in your web browser.

Links

Itch.io | Source Code


Shorty Shooters

Category: Husky Game Development

Shorty Shooters gameplay

Shorty Shooters is a game that we made in Husky Game Development. It was created using Godot 4.3. We spent one semester working on it, before most of the developers had to leave the enterprise for various reasons.

The game is a mix of a 2D shooter and a 2D fighting game. Each player controls a little guy. The movement options are fairly limited. The little guys can run side to side slowly, jump, and wall jump. The real movement options come into play once you grab a gun. Due to these guys being little, they can be launched around by the recoil of the guns. There are a lot of details I could go into about this game, but I will leave it for you to discover the features and quirks. I will say that it is more fun than expected to get in a lobby with some friends and launch yourselves around for an hour.

I handled all of the multiplayer code for the game, as well as tweaking features and fixing issues gamewide.

Links

Itch.io | Source Code


Raise Your Wand

Category: Game Jam

Raise Your Wand gameplay

Raise Your Wand is the first game I ever submitted to a game jam. The gameplay is focused around dualing another wizard. Throughout playing, you can unlock several spells with different elements and attributes. Some spells are defensive, some offensive. Some have long cast times, some short. Spells vary based on cooldown speed as well. A unique twist to this game is that you can weaken or destroy your opponent's offensive spells with your own. If your opponent is casting fire bolt, cast rock throw to cancel it out. If it is timed so that they collide in midair, the earth attack has an advantage over the fire attack.

Each spell has its own unique animation, so with enough experience, you can always know what your opponent is going to cast. Find the right combination of spells against your opponent's and cast them wisely, and they will not be able to damage you.

Raise Your Wand was made over a month while I was working full time. There are still a few bugs in the game, but I think it turned out fairly well. If I were to revisit the project, I would try to finish implementing the legendary class of spells that exist in code, but none were finished enough to have usable.

Links

Itch.io | Source Code


Fowl Play

Category: Personal Project

Rubber, screaming chicken with a gun

Fowl Play is an experiment that I made in order to learn how Godot's multiplayer system works. It is a rudimentary FPS game where everyone is running around as screaming chickens with guns. Players can select a username and a hat to wear. These sync across all clients. For how simple the game is, it is fun to jump in for a bit and mess around with friends. I may develop this into a full game in the future, but for now it serves more as a demo.

Links

Source Code


Monstrous

Category: Husky Game Development

Monstrous cover art

Monstrous was the first game I worked on in Husky Game Development. I joined the team halfway through development and took over biome generation and enemy AI. The game was made using Unity.

The gameplay consists of you running around and auto-attacking enemies that spawn around the player. Different biomes spawn different enemies. When an enemy dies, it drops a monster part. Collecting these parts gives you experience towards leveling up. Upon level up, the player can select an upgrade. The kinds of upgrades offered are influenced by the types of moster parts that have been collected. Killing lots of zombies and gathering their parts increases the chances of getting zombie arm and attack damage upgrades.

Links

Itch.io | Source Code


Github link Gitea link Codewars link Itch.io link Steam link Linkedin link