Hi, I'm Evan, and this is my little slice of the internet.
Creating with Unity and Blender since 2017, learning a bunch along the way.
Sheridan Game Design '27
Small group game created in high school. Responsibile for most code, procedural terrain, graphics (post processing, lighting), bit of modelling.
The video is me frantically looking for fuel, then I run out and crash :P It's normally serene and peaceful.
Play the build and see the sourceSmall prototype focused on in-depth movement and weapon handling. Custom character controller with sliding, leaning, etc (no rigidbodies). Proper bullet simulation with drag, gravity, penetration, richocets (no rigidbodies).
Video is just me playing the game. All art code etc by me.
Code on Github
Long-term project I kept restarting over the course of many years. Ended up with what you see at the left.
See old versions on Youtube hereSmall game I made back in ~2021 to learn about procedural dungeon generation and IO. All tiles are user-customizable.
Play on Itch.io
Small tool I made in a few hours to capture input from VR controller and export. Images to the left show the process of capturing in Unity, exporting to Blender, then post-processing (yellow/green are raw/cleaned up animations)
See the (rough) project on GithubVery small project I want to pick up later - I tested out new methods of procedural generation (generate maps on GPU, bake to texture). Also played around with compute shaders and GPU instancing for grass, and proper texturing in Substance Painter.
Code private at the moment.
Not sure what to put here - I make all my own models, textures, animations. Shotgun from a recent project, astronaut arms from a bit ago, robot-thing from ~2020.
I work proficiently in Blender, good enough in Substance Painter, decent in Maya.
Made this for a class assignment. Everything you see done by me. Modelled + rigged + animated in Blender, textured in Substance Painter, rendered in Unity.
See finished animation here
Made this for a year-one programming class in Processing (Java). Small ray-tracer that supports a few primitives.
See the source on GithubSmall project created for a year-two programming class. I love Factorio (and other factory games) and I wanted to make something similar. Got to play around with grids and lots of other fun stuff.
See the source on Github
Me and my roommate made a narrative game in first-year. Instead of using something like Ink, we rolled our own dialogue system. Conversations, choices, etc are made in Excel, and a custom importer brings everything into Unity. Code is automatically generated to bind everything together. I handled all the code for the system.
Full source code + game build on GithubI made a bunch of maps for CS:GO, and this is the first one I've made for CS2. It's an abandoned research station set at the foot of the French Alps.
Download + more pics on the Steam Workshop
Created for a year-two programming class. Try to watch ads while your pesky ad-blocker/antivirus closes them - but look out for viruses.
Learned a lot about behaviour trees.
Code is private (contains private code for NodeCanvas package), but you can find a build here.
I've been making little prototypes for 10+ years. These are some of my earliest.
You can see a little KSP-inspired game I made, an old version of DSM, and my first-ever game.
Evan Daveikis
evandaveikis@gmail.com
github.com/tobogganeer
itch.io/profile/tobogganeer