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ECO

OVERVIEW

TEAM

SLG


~5 developers • ~4 artists
ROLE

DEVELOPER


design • gameplay • systems
TIME

ONGOING


may 2016 - current
TOOLS

UNITY


version 5.6/2017/2018

DESIGN

My primary duty in Eco was complete stewardship over the technology tree and associated items, recipes, and skills. This included the statistics of every item in the game from their weights to the nutrition contents of each food item, as well as ensuring that the complex web of interdependent recipes was functional and enjoyable while new content was constantly being added.

My second main job was maintaining the ecosystem simulation. This mostly boiled down to tweaking temperature and plant nutrient/animal prey variables for the flora and fauna in the game.

In addition, due to the small team size, I worked on the design of most gameplay systems that were added which included farming, fishing, vehicles, garbage, etc.

PROGRAMMING

In addition to working on the design, I was usually tasked with implementing them as well. Written in C#, I worked with both the Unity client-side and the server to add soil nutrients, fishing, garbage/dropping, reactions, and a number of other systems to the game while changing and fleshing out existing ones.

Separately, I maintained and expanded a tool used to generate the game's items and recipes in the form of .cs files from a XLS spreadsheet.

And I got to fix a lot of bugs. I added some testing and debugging information for various things from room detection to determining cyclical dependencies in the tech tree.

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NEON WASTELAND

OVERVIEW

TEAM

13 MEMBERS


5 developers • 6 artists • 2 sound
ROLE

DEVELOPER


design • gameplay • systems
TIME

COMPLETE


september 2015 - may 2016
TOOLS

UNREAL 4


version 4.8/4.9 • physx lab

DESIGN

As one of three parallel game designers on the team, I was responsible for designing abilities, the underlying systems for the rounds and upgrades, and laying out the levels.

I worked closely with the team's artists to ensure that the character's kit design and various abilities did not conflict with the artistic direction while maintaining strong synergy and cohesiveness to promote exciting gameplay.


PROGRAMMING

I was in charge of creating the back-end for the majority of in game systems in C++ including dynamic ability and input bindings with support for simple and rapid swapping. In blueprints I wrote a custom, physics-based character controller to comply with the original design, coded a number of abilities, and worked heavily on stage destruction.

In addition to creating these systems, I worked with our AI programmer to ensure that the behaviour trees and other AI functionality could easily utilize the abilities and movement without any extra difficulty.

I also worked heavily inside Unreal Engine 4's material editor creating shaders to achieve specific effects such as normal edge detection and wireframe masks.

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UNITY VN
In an attempt to make a simple text-to-game system, Unity VN is the basic framework that parses plain text and turns it into a visual novel-esque cutscene. As one might guess from the name, the project is built inside Unity.

The project has a management for text, characters, basic sprite switching and animation, and separate scenes. All of the functions can be used by simply editing text. Each type of action is contained inside a node queue that runs through the cutscene with possible player interaction.

FILE SIZE: 712 KB
AMAZONS
Amazons is a combinatorial game where players take turns moving and shooting with queen-style pieces. I was tasked with creating a framework that supported easily written AI for a team of 14 people.

Having never grappled with a task quite like this, I chose to have the team compile their AIs into DLLs using a common class to compartmentalize them. These DLLs allowed for the AIs to be modified independently which allowed the team to keep working on their AI without worrying about any updates I pushed.

FILE SIZE: 9.99 MB
APOTHEOSIS
A pen and paper roleplaying game set in a defined multiverse, Apotheosis is a constantly evolving project. The game was spawned from an combination of various other universes slapped together, but it slowly took a life of its own while retaining the ability to house the myriad of created worlds.

The project below is the original first draft of the rules book as of 12/2014. While the rules have changed slignificantly since then, I haven't yet written them up into a presentable state.

FILE SIZE: 514 KB
WEBSITE
Always a work in progress, this website started as a personal project to learn HTML, CSS, and JS. The current iteration is a result of a number of interesting attempts. I toyed with everything from 3D transforms to CSS-based page transitions and even wrote my own marquee before settling on using Slick, Transit, and other useful plugins.

I'm currently looking into ensuring that my website is properly viewable in non-webkit enabled browsers and, possibly, working on a separate mobile site. I’m also working on adding extra visual cues to assist in navigation while retaining the visual style.

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