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Gameplay Programmer

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PROJECTS

WormPunk
TowerTanks

Worm Punk

Released May 9, 2023

Team Size: 13

Game Engine: Unity

Role(s): UI Programmer, Network Programmer

Worm Punk is an online multiplayer VR PvP game that challenged me to adapt to a new type of game development environment. As the UI and network programmer, I conducted extensive planning and research into VR games to ensure that my work integrated seamlessly with that of my team. Working in a physical game studio allowed for close collaboration, enabling me to implement my ideas and communicate effectively to get across ideas for the game and troubleshoot any issues we were having. Overall, Worm Punk was a rewarding project that taught me valuable skills in an environment full of learning new things and getting out of my comfort zone.

Key Contributions:

  • Created a lobby spawning and readying up system, a wrist menu displaying tutorial & game info, and an achievement storage & notification system.

  • Engineered a real-time online leaderboard, flexible matchmaking, customizable room settings, and integrated voice chat.

  • Designed an interface including physical levers, dials, and buttons; player HUD for speed, elevation, and kills; personalized nickname/color setup; and networked Jumbotron displaying round time, kills and ranking.

Tower Tanks

Released December 13, 2022

Team Size: 8

Game Engine: Unity

Role(s): Programmer, Systems Designer

As the lead programmer for this project, I delved into creating the mechanics for this game that takes elements from couch co-op party games and puts them into an exciting tank combat experience. I put a heavy focus on the various tank mechanics such as throttle, coal filling, and aiming/shooting the cannon while fighting off waves of enemies. Additionally, I ensured robust UI and unique controller inputs such as joystick spinning, while providing local multiplayer support. The focus that I have had in this development process is iteration, as I created many different versions of mechanics and tools for the players in order to make the game into something more refined and polished.

Key Contributions:

  • Developed a dynamic gameplay system that includes scrap-based building and repairs, interactive tank elements, distinctive player controls like joystick spinning, and local multiplayer support.

  • Engineered enemy behaviors, designing versatile weapon layers like cannons and drills, trigonometric predictions for enemy cannon shell trajectories, and integrating escalating difficulty modifiers.

  • Designed a complete user experience with adaptable UI cues based on device input detection, a full tutorial system, controller haptics, seamless enemy-highlighting camera events, and Wwise audio integration.

Beyond This Life

Released April 19, 2022

Team Size: 3

Game Engine: Unity

Role(s): Programmer, UI Artist

As the programmer and UI artist for this point-and-click game, I meticulously planned, researched, and implemented several core mechanics, focusing on creating an experience that mimics those of traditional Japanese visual novels with our own twist on it. These included developing an inventory system with usable items, creating in-game interactable assets, and building simple puzzles like keypads and locked doors. Additionally, I developed systems that made the structure of the game very robust. This helped make the game into something that is more user friendly to the rest of the team and make asset implementation easy and streamline the development process very nicely.

Key Contributions:

  • Created a designer friendly custom visual novel system with auto-reading, text skipping, sprite display, still display, and history log functions to emulate the Japanese visual novel style found in other game engines like Ren'Py.

  • Added a point-and-click system for environmental interaction and a point-and-drag system for player movement across the 2.5D world.

  • Designed a tooltip-equipped inventory system to give players item information and a draggable item system to use inventory items in the game world for puzzles.

Released May 10th, 2022

Team Size: 4

Game Engine: Unity

Role(s): AI Programmer, UI Programmer

As the AI and UI programmer for this chaser game set in an underwater environment, I implemented the movement and behavior system for the game's main antagonist, the shark. Additionally, I designed and developed various UI elements such as the menu system, a visual shark detection system, an in-game waypoint system to direct the player, and an oxygen monitor that depletes over time. In order to properly develop this game, since the AI for the shark would be quite complex, I spent time ensuring that the editor conveyed as much information about the AI as I could so that I could properly iterate and tweak the shark's AI so that I could refine its movements and behavior.

Key Contributions:

  • Formed the behavior states for the shark: idle, interested, and threatened with different movement patterns during each state such as moving towards the player and occasional dashing.

  • Engineered a waypoint indicator system in the player's HUD so that the player is aware of the direction and distance of their shark cage, either displaying itself on the edges of the player HUD or directly above the waypoint location if the cage is in the player's vision.

  • Built vision cones and body sensors on the shark to give them awareness of the player's location and affect their behavior state, indicated by gizmos in the Unity Editor for debugging and fine tuning the shark's settings.

BeyondThisLife
Mercy
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