Excalibots
Unreal Engine 4 / Systems Engineer
Sept 2018 - Apr 2019
About the Game
Excalibots is a beat 'em up adventure game.
It's a student project developed in Unreal Engine by a team of 19 people, including designers, programmers, artists, and sound designers.
I worked on Excalibots for the first year of its production. The project was continued for another half a year by the junior members of the team.
In Excalibots you play as a robot knight fighting the evil goblins that are trying to take over the kingdom. Travel the lands and collect new swords on your journey to defeating the goblin king.
What I Did
Systems Engineer & Technical Designer
I was in charge of creating background systems for the game, many of which were tools to help the designers.
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Designed and implemented a menu tracking tool, to make it easier to set up menu navigation
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Created a dialogue system for designers to utilize
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Implemented customizable player attack chains (each sword type had a different attack chain)
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Made various small scripts to assist designers in development, such as standard health and damage scripts that all the characters and objects use
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Worked on many other background scripts that help the game run
Technical Mentor
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Trained team to use Unreal Engine
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Documented project to make it easy for future team members to learn the code base
ThrowGun
Unreal Engine 4 / Solo Project
Sept 2018 - Apr 2019
About the Game
ThrowGun is a 2-4 player cooperative FPS that teaches players to work together through interdependence.
The concept of the game is that players can only reload their gun by throwing it to an ally.
Players must fight the incoming waves of enemies together while collecting the artifacts to complete their objective.
Music by Eric Klassen
What I Did
Technical Designer
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Made a polished player controller for gamepad controls, with aim assist and adaptive turning speeds
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Added detail to player controller with action overrides (ex. When player throws an item they stop running)
Systems Designer & Gameplay Engineer
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Designed core game systems that teach players to cooperate and improve communication
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Created a 'gravity pull' mechanic to allow players to pull items towards them
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Implemented several items and guns with differing behaviors, utilizing a data driven approach
Orbital Defense Simulator
Unity 3D / Technical Designer
Sept 2017 - April 2018
About the Game
ODS is 3D tower defense game. It is a hybrid of the real time strategy and first person shooter genres. ODS was developed by a team of 5.
Protect your planet from incoming space ships by building turrets and managing resources. Then fight the invaders yourself by taking control of a turret and attacking the ships in first person.
What I Did
Technical Designer
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Created an enemy wave management system that uses graphical input to generate corresponding timing for the enemy attacks
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This unorthodox input method allowed us to draw difficulty curves for each level with worrying much about specific numbers
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Designed turret upgrade tree for 3 different types of turrets, and implemented unique bullet functionality for each
A Fish Game
Unity 3D / Solo Project
Oct - Dec 2017
About the Game
This is a prototype for a fish fantasy game, with a focus on customization and dialogue.
Play as a fish and swim through the ocean to meet other sea life. Change your hat, glasses, and other accessories to look the way you want to look. Utilize particular looks to help you persuade other characters that you are trustworthy.
Main Features
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Character customization with over 50 different accessories
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Dialogue with other fish
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Emote based communication
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Memory game using the emotes
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Free-swimming 3D character movement
Six Down
Custom C++ Engine / Tools Engineer
Sept 2016 - April 2017
About the Game
Six Down is a top down western shooter developed by a team of 7.
You journey across the land to track down the villain who did you wrong. As you travel, you must fight your way through to get through each level.
The game features a variety of weapons you can use, and a few different enemies to fight, as well as a lot of destructible objects in the environment. The game includes 5 levels and a boss battle.
What I Did
My main contributions include
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Destructible environment implementation
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Integration of FMOD audio engine, and audio manager
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Game state & level state management
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Map creation & level files
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Menu functionality and implementation