Integration Innovation, Inc - Game Developer / Scrum Master
I started working at i3 in October 2019, and was quickly selected to be the lead developer for a new project in December 2019. While I cannot publicly release information about that project, it is similar to the software shown in the video above!
I've learned a lot from this project and it has been exciting leading the team from analysis, system architecture design, prototyping, sprint planning, demonstrating deliveries to the customer, all the way to our final release! This project was a huge success and has lead to lots of interest going forward.
Here are some interesting things the team and I designed and implemented:
I started working at i3 in October 2019, and was quickly selected to be the lead developer for a new project in December 2019. While I cannot publicly release information about that project, it is similar to the software shown in the video above!
I've learned a lot from this project and it has been exciting leading the team from analysis, system architecture design, prototyping, sprint planning, demonstrating deliveries to the customer, all the way to our final release! This project was a huge success and has lead to lots of interest going forward.
Here are some interesting things the team and I designed and implemented:
- Dynamic, asynchronous asset loading using Unity's Addressable Asset System and Scriptable Objects
- Navigation and Object Management systems
- Custom Inspectors and Tools
- High-quality, polished User Interface (including a dynamically segmented radial button system)
- Highly optimized and generic object state tracker using Hash Sets and Dictionaries
Playground Heroes
Click on each image for a description
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Playground Heroes has recently released! Playground Heroes is a coop soulslike adventure game, made in Unreal, where you explore a forest with your sister. Find key objects and watch as the sisters create a fantasy world inspired by real-world objects. Hunt down the evil Zorrander and his minions, as he tries to corrupt the forest and destroy all happiness. Battle complex and interesting bosses inspired by combining the combat system of the Dark Souls series with cooperative boss mechanics found in popular MMOs. Only you can help save the kingdom and take back your home! Engine: Unreal Engine 4 Team Size: 10 (3 programmers, 2 3D-artists, 2 sound, 3 other) Development Time: 10 months Primary Role: Gameplay Programmer |
Gooey Castle
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Gooey Castle was made for the Gamemaker's Toolkit Game Jam! Only One player may play at a time in this 3 player couch co-op! Defend the castle from the endless onslaught of evil oozes and protect your Queen! Manage your time and resources effectively by switching control between players. Fire exploding slime balls, collect enemy loot and convert it into usable resources, repair your structures and fight fires cause by exploding meteorites. Grab two friends for an action-filled, frantic race against time! Engine: Unreal Engine 4 Team Size: 7 (3 programmers, 3 3D-artists, 1 sound) Development Time: 48 hours Primary Role: Generalist Programmer |
Kingfish
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Can be played in browser!
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Won Most Fun and Best Overall at Divejam 2! Kingfish is a game about fishing! But also about breathing! And maybe a little bit about shooting? In this game you are a scuba spear fisher. You need to manage your oxygen levels by MANUALLY breathing (hold and release space bar). The speed at which you breathe dictates the speed of the game, so slow down to catch some valuable fish or speed up to go by the small frys! Engine: Unity Team Size: 3 (2 programmers, 1 artist) Development Time: 3 days Primary Role: Generalist Programmer |
Hemogoblin
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In Hemogoblin, you embark on a tension-filled escape from a sci-fi testing facility. Strategically eliminate everyone at this twisted institution on a stealth, roguelike journey, fighting for your freedom. Kill enemies using your prototype blood weapon, which consumes all the blood in your body. Be careful though: once you use the gun, you can’t use it again until you devour a corpse. You have been tested and tortured for years, and now it is time to break out! Engine: Phaser Framework (Javascript) Team Size: 3 (1 programmer, 2 artists) Development Time: 4 Weeks Primary Role: Generalist Programmer |
Procedurally Generated Projects
I had a couple small projects that made use of procedural content generation! The first was a simple snowy mountain terrain with a lake in the middle and trees and a central obelisk. The second was a quick game where you play as a dog running away from your owner while you try to chase wildlife. In space! Both projects used Substance Designer to create randomly generated height maps. The mountain project would apply the heightmap to Unity's terrain tool, whereas the dog project would procedurally create and UV map a mesh. I can provide code from these projects upon request! Engine: Unity |
Slugcraft - Starcraft II AI
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Slugcraft is an AI made for playing Starcraft II using Blizzard's s2client api meant for google DeepMind's Starcraft project. We combined that API with BrainTree to create a bot that plays Starcraft II using behavior trees. I was in charge of designing and assembling the final tree, and implementing some action and checker nodes. This project was an interesting challenge, as Blizzard's API was massive (over 80k lines of code!), and that made it difficult to debug. Language: C++ |