Ben Beasley

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Programmer at Second Impact Games in Brighton, UK.

Studied Computer Science at the University of Southampton
(2018-2022, MEng, 1st)

Contact

benjaminjbeasley@gmail.com

Portfolio


2022-2023

Super Crazy Rhythm Castle

Since graduating from Southampton, I’ve been working at Second Impact Games on the upcoming Super Crazy Rhythm Castle (trailer). A twist on rhythm games that mixes in character-based co-op adventuring for chaotically fun results.

It’s a small team, so I’ve had the opportunity to contribute in a wide variety of ways:

I’m immensely proud of the impact I’ve had on this game, from the (hopefully) invisible systems working in the background to the tiny design decisions sprinkled across its levels.

I’ve also been helping with the rapid prototyping of some of their exciting new ideas.


2021

Procedural Generation Experiments

I developed a library for procedurally generating fantasy world maps, extending a project I started in 2019.

To populate these worlds I made a quick stylised portrait generator.

Starfall: Chapter One

University of Southampton coursework project. Developed in around 2 weeks with Istvan Zeno Hevesi for COMP3218.

I designed and implemented many of the core systems:

I also created the story and all of the graphics and art for the project. Including generative sprites made with Processing.

Download available on my itch.io


2020

Divergence

University of Southampton coursework project. Developed in around 2 weeks with Daniel Best for COMP3218.

A stealth/puzzle game where time itself is tied to the motion of your throwing knife.

Key Developments:


Writers’ room

During lockdown my friends often struggled to find things we could all play, so I developed a few games that worked as discord bots.

My favourite was Writers’ Room. An extension of the classic 1 word story game, players work together to create movie prompts and then write scenes for those movies. The game is designed to epitomize the saying “a camel is a horse designed by a committee” with very funny consequences.


A Night in Guntown

Small local-coop shoot-out game made with a group of 5 friends during lockdown.
I led the team and provided most of the code.

Made for Major Jam: Isolation


2018

A System for the Procedural Generation of 3D City Environments

A personal project that I turned into a very successful A-Level Computer Science coursework.

2017

Knowledge is Power

I provided additional programming work for this PS4 PlayLink quiz game at Second Impact Games.

I helped work on the AR face detection system for the mobile companion app.


Raise Tower Bridge

While in sixth form, I did a week of work experience at Second Impact Games. It went well enough that they asked me to come back for an internship over the summer. While there, I was tasked with updating their Raise Tower Bridge augmented reality IOS app to add 64-bit compatibility.


Older

Not completely representative of me now, but I’m still proud of it.


The Last Miner

Made in 48 hours for Ludum Dare 39

Trapped in an asteroid, with no chance of escape, finding power is your only chance of survival.
Placed 13th (of 988 submissions) in the Theme category.

Developed Solo.

Available at my itch.io


An Intergalactic Quest for Interior Walls

Made in 48 hours for Ludum Dare 37

I made this bizarre little puzzle game over a weekend with a little help from a few friends.

Subdivide space ships with interior walls to ensure that each of the strange coloured blobs is in a colour-coded room.


Naumachia

Made for Ludum Dare 36

I led a small team of my friends to make this game based on an Ancient Greek form of entertainment

I was responsible for all programming in the project.