Operation: Black Mesa
Level Designer/Gameplay Programmer | Tripmine Studios | May 2016 - Present
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Operation: Black Mesa is a commercial-length recreation of Half-Life: Opposing Force and Half-Life: Blue Shift made from the ground up with permission and licensing from the copyright holders (Valve Software). As a Level Designer and Gameplay Programmer I was responsible for
-Recreating and redesigning levels from the original games to fit with modern gameplay standards in the Source Engine.
-Working with team members to create assets needed for the entire game, and individual levels.
-Running playtests and fixing bugs within levels.
-Designing dynamic soundscapes for environments.
-Creating VFX and SFX for world events and characters.
-Implementing inheritance-based entities using the Source Engine (C++).
-Designing and implementing AI to simulate animals, robots, and vehicles of varying intelligence.
-Interviewing applicants to determine eligibility in a potential hire.
-Recreating and redesigning levels from the original games to fit with modern gameplay standards in the Source Engine.
-Working with team members to create assets needed for the entire game, and individual levels.
-Running playtests and fixing bugs within levels.
-Designing dynamic soundscapes for environments.
-Creating VFX and SFX for world events and characters.
-Implementing inheritance-based entities using the Source Engine (C++).
-Designing and implementing AI to simulate animals, robots, and vehicles of varying intelligence.
-Interviewing applicants to determine eligibility in a potential hire.
DragonPack Tookit
Lead Programmer | DigiPen Institute of Technology | December 2018 - July 2020
As the lead programmer for the Unity LPK, Tookit, I lead the creation of a modular event-driven toolkit which would enable the creation of complex gameplay elements with little to no programming required by the designer. The Unity LPK was written in C# to use when scripting 2D or 3D games. As the lead programmer for this toolkit, I was responsible for:
- Designing and implemented modular event-driven system within Unity (C#).
- Participating in code reviews to ensure the toolkit was consistent, easy to use, and optimized.
- Writing a library of 80+ modular components for beginning programmers to use within Unity (C#).
- Creating custom inspectors for toolset components enabling ease of use by design students (C#).
- Integrating XInput to create enhanced gamepad control within Unity (C#).
- Supporting students in creating custom components and events within Unity/Unity LPK Toolkit.
- Assisting instructors in teaching students the fundamentals of Unity, the Unity LPK Toolkit, and C#.
- Designing and implemented modular event-driven system within Unity (C#).
- Participating in code reviews to ensure the toolkit was consistent, easy to use, and optimized.
- Writing a library of 80+ modular components for beginning programmers to use within Unity (C#).
- Creating custom inspectors for toolset components enabling ease of use by design students (C#).
- Integrating XInput to create enhanced gamepad control within Unity (C#).
- Supporting students in creating custom components and events within Unity/Unity LPK Toolkit.
- Assisting instructors in teaching students the fundamentals of Unity, the Unity LPK Toolkit, and C#.
Portal Stories: Mel
Level Designer/UI Programmer | Prism Studios | December 2013 - August 2015
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Portal Stories: Mel is a commercial-length free modification for Portal 2 based in the Portal universe. It tells the story of Mel, who meets a new personality core and faces an undiscovered threat to the Aperture facility. As a Level Designer and UI Programmer on this project I was responsible for
- Creating over 1/3 of the maps and environments within the game.
- Reworking the menu system of Portal 2 to fit with the game's needs.
- Working with team members to create art and sound assets required throughout the game.
- Running playtests to gather feedback during the Beta testing process.
- Fixing bugs in gameplay and UI ranging from trivial to game-breaking.
- Creating over 1/3 of the maps and environments within the game.
- Reworking the menu system of Portal 2 to fit with the game's needs.
- Working with team members to create art and sound assets required throughout the game.
- Running playtests to gather feedback during the Beta testing process.
- Fixing bugs in gameplay and UI ranging from trivial to game-breaking.