
Taksin Mann
Portfolio



Game Engine Tools Developer
Habit of Force
at Sabrefish Studio
June 2023 - December 2023

System Contributions
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Developed on input systems and utility for the level creation application (Board Builder) to allow seamless interaction from editor to feature.
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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.
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Ensured tools were convenient and intuitive for anyone to use.


Developer can click on units for quick access to stats
Tiles can be painted and units can be moved in editor
Gameplay Contributions
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Implemented custom AI decision-making logic utilizing LINQ (Language-Integrated Query) for data filtering and interpretation.
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Developed user-friendly runtime input manager with utilities for precise gameplay input management and seamless script integration.

Enemy units (visualized with red ring) making decisions real-time to combat the player.
Programming Contributions
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Engineered a responsive physics based character controller to meet the demands of a movement focused game.
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Devised a programmatically animated hand rig for the user interface to reduce workload on the artist.
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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
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Project Management and Leadership:
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Led a team of two programmers, an artist, and a composer as the project manager and lead programmer/designer.
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Established a structured meeting schedule to ensure effective communication and collaboration despite limited availability.
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Task Abstraction and Assignment:
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Collaborated with team members to break down project tasks into manageable components to ensure clarity on the project's requirements.
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Leveraged each programmer's strengths and skills to assign tasks effectively, optimizing productivity and output.
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Support and Problem Solving:
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Regularly had check-ins with programmers to address their concerns and assist if they encountered a bug or need help making design decisions.
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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

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.

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