Mohammed Hassan Latif

Welcome!

I am currently employed at the Ministry of Justice as a Junior Software Developer. I have a drive for continous self-improvement and learning

Please visit my portfolio, where you can find a few of my projects that I have worked on myself and collaboratively with others.
You can even play them too!

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Portfolio

Throughout the Computer Games Development Course, I have worked on many projects. I have collated what I believe to be the projects that best describe me as a developer.

Please feel free to browse these projects and play them!



Zombie First Person Shooter



Rage Room VR



OOPS:Object-Oriented Problems



Winds Of Death



Deep Space Outlaw



Breakout



Rock Paper Scissors Game

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Dissertation

BSc (Hons) Computer Games Development - An investigation into the effect of flow and immersion on time perception in first-person shooters.
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Current Employment




Currently, I am employed at the Ministry of Justice as a Junior Software Developer on the Crime Apply and Review team, I initally joined the Ministry of Justice as a Digital Support Officer in the Digital Support team in May 2022.

Crime Apply is a service that allows Legal Aid Providers to make Criminal Legal Aid Applications on behalf of their clients.

Crime Review is a service that allows Legal Aid Agency Crime Caseworkers to review Criminal Legal Aid Applications before passing them into the Means Assessment Administration Tool, otherwise known as MAAT. MAAT is a web application used by caseworkers to process legal aid applications for criminal cases.

Caseworkers can also return Criminal Legal Aid Applications back to the Legal Aid Providers if they feel that further amendments are required.

Crime Apply and Review is a Ruby on Rails application hosted on Cloud Platform.

Background




My earlist memory of video gaming was when my mum and dad bought my sisters and I, our first video games console the Nintendo 64, when I was around 4 years old. My sisters and I would spend countless hours playing: Super Mario, Super Smash Bros and our favourite family competitve game Super Mario Kart 😄

I remember being completely hooked and thinking that I wanted to make video games for a living 😎

My passion for programming and web design began when mum and dad bought our first home computer when I was around 7 years old. The first programming language I came across was CSS and HTML, I would visit webpages such as: AOL, MSN, Yahoo, Space Jam, Goosebumps in Internet Explorer and go into View > Source and copy, paste and modify the original source code of the web pages I visited - I remember this instantly blew my mind! whilst I didn't realise how this was remotely possible and what most of actual code meant and what it did, at the time it annoyed my sisters who thought I had "downloaded some kind of virus" onto the computer 😂

I also continued my passion for video gaming on our home computer. I would spend countless hours playing video games such as: Atomic Bomberman, Crazy Taxi, Doom, Midtown Madness, Minesweeper, Road Rash and Pinball Space Cadet - I was completely hooked to say the least! This also annoyed my sisters as they felt that I was on the computer too much, and they felt that we should only be using the computer for school homework and learning through Microsoft Encarta which consisted of numerous photos and illustrations, music clips, videos, interactive content, timelines, maps, atlases and homework tools😒

My mum and dad then bought me an Xbox for my 9th birthday. I remember I got instantly hooked on playing video games such as: Burnout, Dead or Alive, Fifa, Halo, Project Gotham Racing, Forza Motorsport and Star Wars: Knights of the Old Republic. This blew my mind and I couldn't believe the level of detail and graphics these games had at the time!😲

My love of gaming and programming continued into high school where I learned about programming frameworks and languages such as: ASP.Net, C#, CSS, DotNet, HTML, Windows Forms and Visual Basic - I couldn't believe the endless possibilities they were to create any sort of application that came to my mind!😲

Having the freedom and possibility to create any sort of application that popped into my head. It was like a game, the choices and possibilities were endless. It was fun and that was all that mattered back then.

I continued to establish and further develop my programming skills and knowledge throughout college in the Computing Software Development Course, I learned about developing websites, object-oriented analysis, object-oriented programming, relational databases, data structures, mobile application development, software design and development cycles etc. In addition, I also further developed and learned new programming frameworks and new programming languages such as: ASP.Net, C#, C++, DotNet, Java, Javascript, SQL, Visual Basic, XML.

After completing my Computing Software Development course at college, I was conflicted and unsure what degree I wanted to pursue at university. Ultimately, I fell away from programming and fell deeper into video games. Halo, Forza Motorport and Fifa series, to be more precise. This kickstarted a dream of designing and creating video games. A dream I carried with me as a young boy until I pursued it as an adult, at university.

I studied Computer Games Development from 2017-2022. During this time, I learned about the use of game engines such as: Unity and Unreal Engine to develop games, produce games for the web using HTML, Javascript and the Phaser game engine. I also focused on areas such as object-oriented programming techniques, development of mobile games, modelling and animation for games, games design, creating and using game assests and software development cycles. I graduated with a First Class BSc(Hons) Degree, and I then quickly fell back on my roots of software development and gained employment within the industry - Something, something, don't mix hobbies with work😂

In my free time, I like to focus on increasing my knowledge of programming. I am currently developing my programming skils using Python and Ruby. In addition, I now have the creative freedom of developing games in my spare time, whilst also getting my problem solving and programming fix at work.

If you would like to see some of my work, please head over to my portfolio section.

If you would like to get in touch with me, please head over to the contact section.

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Contact

Please feel free to contact me if you have any questions or queries about my work. You can reach me at mohammedhassanlatif@gmail.com.

You can send an email here and I will reply as soon as possible.

You can also find links to my online platforms below.

  • LinkedIn
  • GitHub
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Zombie First Person Shooter

Created in my 4th year of University, as part of my Honours project research - an investigation into the effect of flow and immersion on time perception in first-person shooters. Zombie First Person Shooter was developed over the course of 11 - 12 weeks.

The genre of the game is a First-Person Shooter. I chose to do a First-Person shooter because for the purpose of this study having distractions of a say Role Playing Game (RPG) would pull the attention of the player away from the research area. This allows the user to pay greater attention to their surroundings while still taking their time to investigate and take everything in. The game's intended audience is anyone aged 16 and over. To be on the side of caution, I decided to make it 16+. As I don't want to terrify people as they play the game since strange things will happen in the landscapes. This manner, individuals may play the game without encountering any problems.

The game is set within a sci-fi atmosphere, I chose to include a forest environment in the player's backdrop to give the player a real-life feeling within the game. The objective of the game is that the player needs to survive for as long as possible without dying

To make this game, I used Unity Engine and Visual Studio 2019 as the development environment. The main programming languages will be C#.

In the game’s design and development stage, flow and immersion are important factors to take into contemplation to create player engagement. I will look at how this style of game will accommodate the aims of the dissertation. Below is a list of fundamentals that will impact and affect the flow and immersion in the game.

  • Rewards: Intrinsically rewards such as gaining experience and cash are constantly obtained by the player as real and instant rewards.

  • Clear goals: The player has clear goals, and they know what to achieve. The game is an endless survival game. Zombies will be getting faster and stronger; the player will be gaining experience and cash constantly. This element is important for player progression through the game.

  • Loss of consciousness: The flow works well in this game as the player doesn’t have to concentrate on what they’re doing to achieve an action. The state of the player is to combine action and awareness.

  • Loss of sense of time: The player is hooked by the activities that they’re doing such as upgrading their health or weapons, and they don’t realise the passing of time while they’re doing it.

  • Direct and immediate feedback: The player is guided by the direct feedback of the game, and they know what they need to do to succeed.

  • The balance between player skills and challenge: The level of the game is neither too easy nor too difficult. The difficulty of the game is constantly adapted to the player’s skill.

  • The player controls the situation and the activity: The player needs to survive for as long as possible to beat the challenge. As it is an endless survival game, the objective for the player is to beat their previous best score.

Status Completed, Version 1.0.10
Project Type Honours Project
Development Year 2021-2022
Development Time 11 - 12 weeks
Development Platform Unity Engine
Development Language C#
Platforms Unity Engine
Collaborators None
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Rage Room VR

Created as part of my Immersive Technologies module in my 4th year of University, Rage Room VR was developed over the course of 11 - 12 weeks.

Rage Room VR is an immersive and exciting arcade game where the player can break various objects as a means of testing their capabilities and skills. When the player is ready to play, they can choose to start the rage room experience and score points for each item or object they break. Once the player has enough points, they can unlock new environments, items, and objects throughout the game.

The game that the team will be developing is a 3D arcade virtual reality game. The game we will be designing is a virtual reality game rage room it will encompass a single modern room with standard objects for destruction, including hammers, bats, and other items. The player is explained the rules of the rage room experience and shown some example objects that they may break objects before starting as a means of testing their capabilities. When the user is ready, they can choose to start the rage room experience.

The game will be called “Rage Room VR” and the overseer in the game will notice that the player is breaking objects with a lot of aggression and speed, prompting them to comment on the player’s assumed frustration with something. Over the course of the experience, the overseer talks to the player about ways to manage stress and frustration. This won’t interrupt the core experience but instead give the player some good for thought while they carry out the less mentally demanding task of repeatedly breaking objects.

To make this game, we will be using Unity version 2020.3.26 and the Android SDK, NDK build support tools and the OpenJDK build support tools modules as the development environment. The main programming language used to develop this game will be C#.

Status Completed, Version 1.0.5
Project Type Immersive Technologies
Development Year 2021-2022
Development Time 11 - 12 weeks
Development Platform Unity Engine
Development Language C#
Platforms Unity Engine
Collaborators Fraser McAulay
Aleksandar Marinov
Iona O’Donnell
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OOPs: Object-Oriented Problems

Created as part of my Serious Games Development module in my 4th year of University, OOPs: Object-Oriented Problems was developed over the course of 11 - 12 weeks.

This game will be designed to educate students about Object-Oriented Programming and to gain a basic understanding of what the user may already know about OOP. The game will be fun and interactive for the player to follow in order to gain an immersive experience. The game is set within a museum environment to give the player a real-life feeling within the game

OOPs: Object-Oriented Problems is a 3D First Person Single Player game to teach and educate students learning about coding or to gain knowledge, the game will be fun and interactive for the player to follow in order to gain immersion through the experience.

To make this game, we will be using Unity Engine and Visual Studio 2019 as the development environment. The main programming languages will be C#.

The objective of this project is to create a game to help users gain knowledge and revise upon Object Oriented Programming. By the conclusion of the game, the players will be able to:

  • To understand the core concepts of object-oriented programming
  • Identify and describe the four pillars of object-oriented programming
  • Teach users how to define various object-oriented programming concepts
  • To develop a knowledge of useful object-oriented programming techniques
  • To develop understanding of writing object-oriented programs that combine functions and data

Status Completed, Version 1.0.3
Project Type Serious Games Development
Development Year 2021-2022
Development Time 11 - 12 weeks
Development Platform Unity Engine
Development Language C#
Platforms Unity Engine
Collaborators Fraser McAulay
Merissa Coulter
Damon Weir
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Winds Of Death

Created as part of a web-game development module in my 4th year of University, Winds Of Death was developed over the course of 11 - 12 weeks.

We chose to design Winds Of Death as a 2-D co-op top-down zombie shooter, a subgenre that we think is very attractive for our desired audience. The games we got ideas from were: Boxhead: The Zombie Wars, Zombies Ate My Pizza, Dead Estate and Mecha Team Maverick.

Winds of death is a top-down shooter style game, which will be available on our website once we have finished the development of the game. The core audience for this game would be young adults and teenagers. We chose this audience as they are the ones most seen to play shooter games.

To make this game, we will be using WebStorm from JetBrains and Phaser Editor 1.5.4 as a development environment. The game will be made with the framework Phaser version 3.55.2 "Ichika", and the main programming language will be JavaScript.

The goal of the game is to kill as many zombies as possible while progressing through a series of linear levels. There will be opportunities to use different guns throughout the levels to aid player progress.

Status Completed, Version 1.0.7
Project Type Web Games Development
Development Year 2021 - 2022
Development Time 11 - 12 weeks
Development Platform Phaser
Development Language Javascript
Platforms Web
Collaborators Fraser McAulay
Aleksandar Marinov
Mihai Maftei
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Deep Space Outlaw

Created as part of a web-game development module in my 3rd year of University, Deep Space Outlaw was developed over the course of 11 - 12 weeks.

Far, far away from home and out of luck Norman Bates is on the run for several crimes by the intergalactic government. He has a killer to tail, debit to pay and more trouble heading his way. The intergalactic government takes place in a greasy, blue collar world of outlaws, truckers, cops and thieves.

The goal of the game is to destroy as many outlaws, truckers, cops and thieves as possible without getting killed. When the player shoots a space cop or a thief, they get 10 points added onto their score, while shooting an asteroid is 5 points. The spaceship is controlled by moving the arrow keys up, down, right, and left to move as desired. To shoot the lasers at the space cops, thieves or asteroids the press the spacebar on the keyboard.

Status Completed, Version 1.0.6
Project Type Web Games Development
Development Year 2021 - 2022
Development Time 11 - 12 weeks
Development Platform Phaser
Development Language Javascript
Platforms Web
Collaborators Fraser McAulay
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Breakout


Breakout begins with four rows of bricks, with each row being a different colour. The colour order from the bottom up is yellow, green, orange and red. Using a single ball, the player must knock down as many bricks as possible by using the walls and/or the paddle below to hit the ball against the bricks and eliminate them.
It has only two possible outcomes a win or a loss for the player.

Status Completed, Version 1.00
Project Type Web Games Development
Development Year 2021
Development Time 1 day
Development Platform HTML
Development Language Javascript
Platforms Web
Collaborators None
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Rock Paper Scissors Game

Created in my free time. Rock, Paper and Scissors was made in one day.

Rock, Paper, Scissors is a simple fun game in which both the players have to choose over Rock, Paper or Scissors.

It has only three possible outcomes a draw, or a win for one player and a loss for the other player.

Status Completed, Version 1.00
Project Type Web Games Development
Development Year 2021
Development Time 1 day
Development Platform HTML
Development Language Javascript
Platforms Web
Collaborators None
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