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Portfolio

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Game Engine Tools Developer

Habit of Force

at Sabrefish Studio

June 2023 - December 2023

System Contributions

  • Developed on input systems and utility for the level creation application (Board Builder) to allow seamless interaction from editor to feature.

  • Engineered various features and would allow designers to paint and design levels using the Board Builder to reduce the time needed to create a level by tenfold.

  • Ensured tools were convenient and intuitive for anyone to use.

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Developer can click on units for quick access to stats

Tiles can be painted and units can be moved in editor

Gameplay Contributions

  • Implemented custom AI decision-making logic utilizing LINQ (Language-Integrated Query) for data filtering and interpretation.

  • Developed user-friendly runtime input manager with utilities for precise gameplay input management and seamless script integration.

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Enemy units (visualized with red ring) making decisions real-time to combat the player.

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Project Manager & Lead Engineer

Manor of Jumpscares

October 20 - November 3

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Programming Contributions

  • Engineered a responsive physics based character controller to meet the demands of a movement focused game.

  • Devised a programmatically animated hand rig for the user interface to reduce workload on the artist.

  • Crafted a robust powerups system that would work in conjunction with the character controller that would allow for quick prototyping and implementation of new game features.

Production Contributions

  • Project Management and Leadership:

    • Led a team of two programmers, an artist, and a composer as the project manager and lead programmer/designer.

    • Established a structured meeting schedule to ensure effective communication and collaboration despite limited availability.

  • Task Abstraction and Assignment:

    • Collaborated with team members to break down project tasks into manageable components to ensure clarity on the project's requirements.

    • Leveraged each programmer's strengths and skills to assign tasks effectively, optimizing productivity and output.

  • Support and Problem Solving:

    • Regularly had check-ins with programmers to address their concerns and assist if they encountered a bug or need help making design decisions.

    • Offered ongoing support and guidance to the team, ensuring everyone felt comfortable with their tasks and had the resources needed to excel.

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The character controller, hand rig, and powerups (green double jump candy) in action

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In this test scene, I experimented with various features such as the powerup system. I first made a double jump power-up as a test for the power-up system. Then, I quickly prototyped and implemented a pumpkin teleportation power-up in just 20 minutes.

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Created a Trello for our team to divide and conquer our tasks over the two weeks.

Contact Me

Thank you! I'll get back to you as soon as I can!

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