Who am I ?
I am William Bashford, A.K.A. Smash_Bash, a games developer specialising in Unity, programming games in C#.
Ever since Year 4, I knew I wanted to be a games programmer. (Wanting to make Sonic games certainly helped!)
I spent quite a while on Scratch, perfecting my skills, before switching to Python. It was very fun, and by the end of it, I made a text RPG engine using PyScripter!
I then moved on to Unity and largely taught myself through trial & error and determination.
Eventually, this evolved into my first major project: a Fortnite ‘remake’ I called ‘Unity Playground’. It had a basic weapon system, basic visual effects, and many kinds of items and abilities recreated. I even went as far as to fully recreate ‘The Device’ live event from Fortnite within this project, complete with a real live event timer..
This project was horribly unoptimized though, and I didn’t know about inheritance at the time, so it didn’t have any wiggle room for growth. It would however become the learning experience I needed to make Pathmaker a few years later.
Developing Infinitum was part of my programming course. It was my first serious project, and I look back at it fondly. I learned a lot about platformer game design from the project: particularly about the strengths and pitfalls of momentum-focused 2D gameplay.
I decided to learn something new and developed my first mobile game. This project, a ball rolling around a 3D maze, went well at first. The mobile controls worked, the physics were good… one small problem: how were you meant to play it on a screen that was constantly tilting?
And so, I scrapped the phone idea, and instead focused on adding mouse controls to what would become a remake of an old Wii game called Kororinpa: a project I named Kororemix.
My next big project was Pathmaker. I initially wanted just to recreate the movement of a certain Garry’s Mod parkour addon, but it quickly spiralled into a four-player split screen FPS.