
Liam Henderson,
Programmer
Noble Sin
Noble Sin is the Capstone project I completed at Algonquin college; the project lasted 8 months, beginning in the fifth semester and ending at the end of our sixth semester, acting as a last project of sorts for the program. It combined all the knowledge we gained over the course of our program, working in teams of 7-12 to design and create from scratch a "game slice" using the Unity engine.
Noble Sin is a third person, action adventure game set in a dark fantasy setting, focusing on challenging gameplay and interactive encounter design.
We created Noble Sin as a team of 8 students, including myself, under the team name Finite Pixel. We completed the game using the Agile methodology to manage the project, Assembla to manage bugs, tasks, and milestones, programming in C# and HLSL within the Unity engine, and assets created in 3ds max, Substance Painter, and Photoshop.
We also got the opportunity to present an alpha version of our game to developers at Ubisoft Toronto, and present our final build at the Level Up showcase in Toronto in April of 2018.
We feel that we created a product that we can be proud of, and that we can show off as a piece of media that we put our full-time and effort into.
You can download the final build of the game to play from Google Drive.

Noble Sin Trailer
ICOM
ICOM is the personal project I am working on with my team at FireBurns.
ICOM is a mobile online free-to-play role playing game, using a Gacha rolling mechanic for acquiring characters. The battle system operates around a grid based system, with every character having unique skills based on their position in the line up. The player must effectively shift around their characters, defending weaker characters while destroying their enemies with flashy, diverse attacks.
The game is programmed in C# using the Unity engine, designed in such a way to be very extendable, the system allowing for new characters to be added quickly and efficiently.
ICOM is steeped heavily in a story of technology, fantasy futures, and interpersonal dynamics. Based around time travel as both a game mechanic and plot driving force, ICOM aims to tell the story of the Catherine, a young girl who is dropped into a world ending scenario, and must overcome it by hopping timelines.
I aim to continue working on ICOM into the future, and eventually plan to make it the first project to be completed at FireBurns.