Projects
Kaiju Kablooey
September 2021 - April 2022 (8 Month project)
Team Size: 4
Gameplay Programmer
A Virtual Reality game where you play as a giant monster and destroy a city within the time limit.
Worked primarily on the destruction system and implementing sound into the game through Wwise, but had my hand in a large number of the systems throughout the game. It didn't quite get where I wanted it before graduation unfortunately.
Main Contributions:
Implemented the destruction mechanic
Implemented Wwise into the game and inserted the provided audio into it
Building destruction in action
A view of the people on the streets
Breath attack being used on buildings
Froggy's Farm and Friends
February 2021 - April 2021 (I joined for the final 3 months of this 8 month project)
Team Size: 4 (when I joined), 7 (end of second semester)
General Programmer and Tech Lead
A relaxing farming game where you play as a frog going around and harvesting crops and finding friends.
Joined mid project and worked as one of two programmers on the team, where I spent most of my time helping all the designers with Unreal blueprints and C++ code, helped to fix a variety of bugs, and managed the technical side of the project. This one is available on Steam.
Main Contributions:
Worked with the designers to assist them with Unreal C++ code and Unreal Blueprints
Generally worked towards improving the games systems and eliminating bugs
The titular friends from the game
Potion in use next to seeds
Potion in use next to crops
Valkyrie Quest
August 2020 - February 2021 (I was on this project for 7 months before leaving, of the 9 Months total)
Team Size: 16 (though it was changing frequently)
Audio and Gameplay Programmer
A 3D action combat game where you fight your way to the top of the mountain.
I implemented Wwise into our Unreal project and worked with our audio designer to get her audio into the game and function the way she wanted, and have the gameplay interactions she was hoping for. I also communicated and worked closely with designers to create a tree fall mechanic that they could easily use.
Main Contributions:
Implemented Wwise into the game and communicated with our sound designer to assist her with that process
Worked closely with designers to implement the "knock a tree over" gameplay mechanic
The start of the game, providing a view
A combat encounter
Navigating over a fallen tree
error ID
August 2019 - April 2020 (9 Month project)
Team Size: 5 (first semester), 11 (second semester)
Graphics Programmer and Producer
An autorunning 2D platformer where you rollerskate down a hill, jumping over and ducking under obstacles as you make your way to the bottom.
I created a particle system that handled many individual particles and had a rudimentary editor for designers and artists to use, and I also created the input system that the game uses. In this project I did a lot of cross discipline communication, working closely with the art lead and design lead, as I served as the producer on the team.
Main Contributions:
Implemented an Input system with ability to do multiple button bindings and multiple different control methods easily
Implemented Particle system and editor and worked closely with an artist to get what she wanted from it
Managed the team
Mid hover jump
Approaching a checkpoint
Approaching the level end