Working with various clients at Skymap affords me the opportunity to work on interesting projects with complex challenges. Assisting Velan with the live service aspect of Knockout City was a great opportunity to learn and grow. With their technology stack offering unique advantages, and interesting challenges, learning on the job was a requirement. While working with Velan, myself and other Skymap team members supported both content creation and bug fixing. I myself fixed a series of complex edge-case physics bugs related to the “ball form” networked character controller.
Snapshot was a game created by Retro Affect, and was nominated for the IGF. More recently, I worked on porting it into Unity, utilizing engine tools programming to automate the process of migrating project files and hierarchies into Unity. To do this, I created editor scripts to parse XML files and automate the object creation process, and took it a step further by importing entire levels from the snapshot source files with a similar tool.
I was on Don’t Starve Together for more than a year. Assisting Klei with the live-service online game was a great opportunity to learn new technology and a great introduction to multi-platform support. Working with development kits for different platforms, and the SDK’s required was a new but exciting experience for me, as I’d previously only worked on VR and PC titles.
Tune Tank is a twin stick shooter with audio visualization. For this project, I used Unity to detect the frequency bands in any song currently being played in the engine, and represented the intensity of the music in a few ways. These methods include the intensity of the particles, the bars marking the boundaries of the play area, and even the amount of enemies on screen at once.
The Bottom Line is the first student project that Inkwell Studios at Southern New Hampshire University has worked on. It was pitched by me and one other member of the team, and selected to be developed and expanded on throughout a semester. It has been featured ad PAX as well as the Intel Showcase at GDC in 2019.
On the project, I engineered different systems for economic simulation, stats management, and extensive UI programming to create dynamic and engaging menus.
My current project is unannounced. It involves a multiplayer game supporting multiple platforms; next and last generation.
Challenges so far have included optimization, plugin API compatibility, and the need for deep investigations into engine code to sort out issues with rendering.