Hahah, I have nothing that I'm even remotely proud of to show. This is the biggest project I worked on and I think its a huge piece of shit. I basically worked on the level editing tools (which I'm slightly proud of I guess but you don't see it in the video). I also worked a lot on the game objects such as the moving platform. I also worked on the camera.
My teacher in this course has given us his entity/component system for assignments which works really well and I've learned a lot of neat tricks using it. Basically, it throws inheritance out the window completely and gives us an object with basic properties (such as position, rotation, etc.) that can draw and update. Then you give the entities components, such as a ModelRenderComponent or a CharacterControlledComponent which, as the names imply, render the entity with a model and control it with a controller of some sort. We have an entity manager that handles the entities and entities could have a number of different components. Entities can also have parent entities and child entities's properties are based off of the parent's so moving the parent would move the child, etc. I don't think this system would be appropriate for this engine though. I mean, it could be implemented but its not something a lot of games use today (although Uncharted uses this). It's a lot faster than using inheritance though, which is why I mention it.
If my skills don't look up to snuff for this then fine. I'll be refining them over the years so I hope to eventually be working on this.