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Jibbles is small. The greenhouse is not.

After falling into a strange and overgrown greenhouse, Jibbles the baby squirrel must find a way home. Climb, leap and explore a hand-painted world filled with creepy crawlies, venomous vines and dangers lurking around every corner.

Luckily, Jibbles doesn’t have to face it alone. Meet a cast of curious creatures along the way, including some surprisingly reliable rodents who may lend a helping paw—or make things considerably worse.

Being brave is hard when you're small.

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Who am I?

Hey! My name is Bradley Jones, I am a university student who is currently studying Games Development: Programming (BAhons). 
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My main focus is in gameplay programming where I test, come up with, and create features and mechanics in video games. I would also class myself as a designer but programming is where I shine.
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In terms of my experience I have used the following engines and languages:

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  3 Years          < 1 Year             1 Year                               3 years           5 years          < 1 year

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Games

In the past 5 years of making games I have learnt a lot about what I am capable of. These games are proof of that. Artefact was my first ever game and was made in college, compared to The General Gist of Jibbles Journey, which is my latest project, you can clearly see how I have improved over the years. A lot of these games I felt I had done a great job, others I wish I had done more.

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Coming up to the end of my second year at University we was given an assignment to work in a team and make a game. It was to teach us more about industry and working in teams. I worked with around 9 other people made up of artists, sound designers and programmers. 

This is probably my favourite game I've had the pleasure of working on.

Some of the mechanics I created include: 

- Player Controller

- Vine Grabs

- Locked Door

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Lunar Covenant was a team project in my first year of University. We also had a custom controller made for this game to create more immersion for the players. Whilst I was happy with the result of this project, there are things I wish we did differently or had included. 

Some of the mechanics I created include:

- Enemy AI

- Ship Movement

- Projectile Spawning

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Diner's Requiem was a very short team project made in a week for Global Game Jam 26'. There was a lot we did wrong and in the end we didn't have a playable project to publish. I thought I would add it here however due to me still learning a lot from that experience.

Some of the mechanics I created include:

- Player Movement

- Ship Movement

- Projectile Spawning

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