Game design and development

Barrie-George Davies

I am a game designer and developer working in Unity and Unreal Engine. This portfolio presents four shipped student projects, with each game’s team, synopsis, brief, my contribution, tools, process stills, a demo, and a playable build.

Selected games

Four projects spanning a 3D platformer, a tower defence title, a systems-driven farming sim, and a weekend conservation jam.

Monkey Business title screen, with a 3D monkey standing under the game’s name.

Monkey Business

Barrie-George Davies

01 · Unity · C#

Monkey Business

Synopsis
A third-person 3D platformer set on the savannah. Play as a monkey and race through three stages of jumps, moving platforms, collectables, checkpoints, and enemies. Collect bananas to raise your score, pick up extra lives when you can, and watch your stamina while sprinting. Patrols, a graph-patrolling boss, and shooting enemies try to knock you off course. Touch a checkpoint to save progress. Fall too far or run out of lives, and it is game over. Difficulty is chosen from the main menu before each run.
Project brief
A game development module requiring a complete 3D platformer: menus, difficulty, level flow, scoring, lives, checkpoints, and enemy behaviour, delivered as a playable build.
Role and contribution
Sole developer. I was the main programmer and 3D artist: gameplay systems, three levels, menus, difficulty, checkpoints, scoring, enemy logic, and the majority of the 3D modelling, including the player character.
Tools
Unity and C#.
In-engine title screen for Monkey Business, showing the modelled monkey and menu.
Process still: in-engine title screen with the modelled player character and menu layout.
Grove Defence start screen, with Play and Exit over a generated grove map.

Grove Defence

Barrie-George Davies

02 · Unreal Engine · C++

Grove Defence

Synopsis
A jungle tower defence game. Raiders march the paths toward a central tree. Spend resources to place defenders, buy upgrades, and keep the grove standing. Each run builds a new map and a Grove Chronicle: a grove name, omen, and wave flavour seeded with the terrain. Waves grow harder as you upgrade, so gold does not make the raid easy.
Project brief
A game development module requiring a complete tower defence game: pathing, placement, economy, upgrades, wave scaling, and a generated world, delivered as a playable Unreal build.
Role and contribution
Sole developer. I was the main programmer and 3D artist: tower defence systems in C++, procedural map and chronicle generation, combat economy, user interface, and the 3D modelling used in the grove.
Tools
Unreal Engine and C++.
Unreal Engine play-in-editor view of Grove Defence, with the heartwood, paths, and HUD.
Process still: Unreal Engine play-in-editor session, with the heartwood, raid paths, and HUD under test.
Seeds of Change main menu, with Start Game, Play Guide, Exit Game, and Credits.

Seeds of Change

Barrie-George Davies · David Barker

03 · Unity · C#

Seeds of Change

Synopsis
A farming simulator in which the choices you make shape both your survival and your community’s. In a village facing a food crisis, you farm through changing seasons, weather, drought, and pests, then face the same question at every harvest: feed your family, or feed the community. Neither answer comes without a cost.
Project brief
A game design project exploring systems design and player choice: seasonal farming, resource pressure, and the tension between personal survival and communal care, delivered as a playable prototype.
Role and contribution
Lead 3D artist, working with David Barker. I modelled the majority of the 3D assets in the farm, market, and village, supporting the systems and narrative the team built in Unity.
Tools
Unity and C#.
Gameplay still of the Seeds of Change market stall, with family and community food counters and the current season.
Process still: market stall and HUD during a rainy-season day, with family and community food tracked in play.
Bushveld Brothers: Poachers Pasop title poster, with a rhino and giraffe in a rifle sight over a sunset bushveld.

Bushveld Brothers

Barrie-George Davies · David Barker · Tiyah Singh · Jamie-Lee Davies

04 · Unity · C#

Bushveld Brothers

Synopsis
A conservation game rooted in ubuntu, the idea of humanity towards others at the heart of much African thought. You play as Barries, who joins a brotherhood of rangers. They see themselves as protectors of animals and of African heritage. Patrols cross the bushveld: read human and animal spoor, free animals from snares, and capture poachers before time runs out.
Project brief
A weekend game jam. The brief was to ship a complete, themed prototype in a few days, with shared art, design, and code under a hard deadline.
Role and contribution
Lead 3D artist. I modelled the majority of the 3D assets used in the jam build, working alongside David Barker, Tiyah Singh, and Jamie-Lee Davies.
Tools
Unity and C#.
Bushveld Brothers title screen from the jam build, with menu stones over the bushveld sunset.
Process still: title screen and branding from the jam build, with the team’s logo and menu layout.
Barrie-George Davies

About

Hello, I’m Barrie-George.

I design and develop games, with a particular interest in 3D work, gameplay systems, and titles that sit in a South African setting. I work in Unity with C# and in Unreal Engine with C++, and I often handle both programming and modelling on a project.

The four games on this page are the ones I am putting forward: a solo platformer, a solo tower defence title in Unreal, a farming sim built with David Barker, and a conservation jam made with David Barker, Tiyah Singh, and Jamie-Lee Davies. Builds and demos live on itch.io; process and source sit here and on GitHub.

Also see

Work by people I have made games with, and studios worth a look.