Lead & Systems Engineer: Strange New Tides
Crafted a software architecture document for visualizing the development of game systems in Unity.
Managed tasks through Miro using priority levels, time estimation, and clear deadlines.
Met with fellow leads and producers to discuss progress and communicate deliverables to stay on schedule.
Developed system endpoints in C# to ensure seamless integration between game systems across the project.
Assisted with the ideation of and creation of the house upgrading system, fishing and slot machine minigames, and npc/dialogue system.
Systems Engineer: Child of Ruin
Developed the turn-based, ability-based, rock-paper-scissors style combat in C# and Unity.
Formulated and implemented the enemy AI behavior using state machines and situation-based targeting.
Interfaced Sonity Audio Middleware with a custom audio manager for ease of use across the project.
Integrated audio effects, visual effects, and animations to make the combat intuitive, efficient, and immersive.
Lead & Systems Engineer: RATsurrection
Crafted the in-world dialogue UI and backend management of dialogue text.
Created a robust audio manager for streamlined audio integration and immersion.
Integrated and modified an active ragdoll system for engaging player movement and interaction using a pre-existing code base.
Developed game system endpoints to ensure proper integration between game systems.
Gameplay & Systems Engineer: Drakon Raiders
Implemented a proximity-based AI targeting system and movement system for units.
Developed the frontend and backend systems for unit selection and deployment.
Built a robust enemy AI behavior with random unit spawning styles for engaging gameplay.
Gameplay & Systems Engineer: Rose to Revolution
Implemented a quick and efficient turn-based system for one-on-one battles between units and map-wide scenarios.
Developed a tile-based movement system with <1 second response time.
Created an immersive UI system for selecting abilities and informing rock-paper-scissors style advantages.
Integrated the enemy targeting and ability selection algorithms with the grid-based movement and rps-style combat respectively.
Lead & Systems Engineer: Spaceward Bound
Crafted the dialogue system and overall UI with environmental triggers.
Created a simple audio manager with easy to use functionality for rapid development.
Established the game systems and their connections throughout the game for ease of integration.