I am a mainly a gameplay programmer but can work with game AI and game physics. I enjoy programming and finding solutions to complex problems and learning new things as I have learned HTML, CSS and .NET in my spare time. I have worked on many different projects on different hardware from making my own game and releasing it on PC and Xbox called Soul Finder and working on the PS4. I have been using Unity since 2015 to create most of my projects, and I can learn new software and technologies quickly. During my time at university me and some friends made a company called Soft Yes Games and I ran the company and I had final say on decisions on what we were doing and planning out our project and programming the game. I also got us a grant from Santander to support the project To see more of my personal projects that I have made in my spare time you can go to my portfolio website _Website not available. Sign in: https://www.twine.net/signup_

Lance Chapman

I am a mainly a gameplay programmer but can work with game AI and game physics. I enjoy programming and finding solutions to complex problems and learning new things as I have learned HTML, CSS and .NET in my spare time. I have worked on many different projects on different hardware from making my own game and releasing it on PC and Xbox called Soul Finder and working on the PS4. I have been using Unity since 2015 to create most of my projects, and I can learn new software and technologies quickly. During my time at university me and some friends made a company called Soft Yes Games and I ran the company and I had final say on decisions on what we were doing and planning out our project and programming the game. I also got us a grant from Santander to support the project To see more of my personal projects that I have made in my spare time you can go to my portfolio website _Website not available. Sign in: https://www.twine.net/signup_

Available to hire

I am a mainly a gameplay programmer but can work with game AI and game physics.

I enjoy programming and finding solutions to complex problems and learning new things as I have learned HTML, CSS and .NET in my spare time.

I have worked on many different projects on different hardware from making my own game and releasing it on PC and Xbox called Soul Finder and working on the PS4. I have been using Unity since 2015 to create most of my projects, and I can learn new software and technologies quickly.

During my time at university me and some friends made a company called Soft Yes Games and I ran the company and I had final say on decisions on what we were doing and planning out our project and programming the game. I also got us a grant from Santander to support the project

To see more of my personal projects that I have made in my spare time you can go to my portfolio website
Website not available. Sign in: https://www.twine.net/signup

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Experience Level

Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
Beginner

Language

English
Fluent

Work Experience

Programmer at Soft Yes Games
September 9, 2019 - August 23, 2020

Education

Bachelor of Science in Computer Games Enterprise at University of Portsmouth
September 11, 2017 - June 25, 2021
My degree was focused on learning all aspects of game development with a speciality on programming and project management. This ranged from game AI, engine programming and mechanics while managing projects and leading teams.

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming
    uniE621 Soul Finder
    The Game It is a small 2D platformer where you control a little ghost and need to pass rooms to find the room which has your soul. It is currently available on the Microsoft store on PC and Xbox; it has over 3,000 downloads across the globe. I created this game after I had finished my degree as I wanted to put what I had learnt over the previous four years to the test and see what I could come up with. It took about a month in total to make and release the game and as it was something that I enjoy doing. Store page https://www.twine.net/signin My Contributions The stuff that was not created by me was the background music, the door, key and player images. Everything else was created and designed by me. Making the Game Since it was mainly me that worked on the game, I decided to make the game as scalable as possible so if I wanted to add more levels than what I had originally intended, it could be easily done without causing any errors or bugs to appear in the game. This was achieved by having the main menu loading the number of the last level that you had completed. So, if you continued the game, it would load the level that was next, and the last level was always the credits so you cannot try to load a level that does not exist and if you select a level, it will only enable the number of buttons that you have completed. This makes it so that I only needed to make sure that any new levels were in the correct order in the build order for the game to carry on working. To create the levels, I just had to draw the level and then put the image in unity and press a button then all the colours would represent and different object. Green was the player, red was spikes, black the floor and purple was the door. This meant on average it took about 30 minutes to create each level, and it made it easy to make any changes as I would only need to change the drawing. Every object in the game is also a prefab so that if I found an error with any object, no matter how many times it is seen in the game, they all would be fixed without me having to go through every scene checking every object and if I wanted to place an object into the scene I could trust that it would work how I wanted it to work. The levels had to be quite simple, so it did not require as much time to design them, make them and test them. This did mean that there was not much variation in the art to keep it simple but still fun to play. It took me a month in my spare time to come up with the idea to publishing the game.
    uniE608 Escape Room
    The Project This is a project that I did on the side while at university for a lecturer that needed an escape room for his Ph.D. about empathy in games. The escape room was to see if someone was more empathetic to a situation, they would spend more effort understanding the problem to find a solution. This escape room was based on going to a friend’s house as they were missing and find that they are broke and are stealing but the more you search you can find information showing that they were doing it for other people as well and the player needs to make a choice based on what they find. This was measured by seeing where the player went and the evidence that the player collected and what choice they made, wither burn the evidence, report them or just leaving. The choice could be made at any point. My Contribution I made all the code for this project, and they could be broken down into three categories: - puzzle system - item system - general gameplay systems. All of the systems were made to be modular and easy to use so that anyone could create what they need without having any programming knowledge. Puzzle System The puzzle systems worked so that anyone could make any puzzle within Unity’s inspector and only required code when a new trigger or effect was needed. For example, you could put an object into a location and then something else would react to it. So, you could out any object into any location for anything to happen such as a fuse in a fuse box to power everything or use a code on a keypad to open a door. Item System For the item system you could pick up any object, inspect it, drop it or use an action on it. This was done with minimal code so that the designer only had to put one script on an object and it would allow the player to do all interactions related to that object. Some of the actions included using a torch to light up the room, pick up the phone or searching through a computer, tuning on light switches, pick locking a safe. Gameplay The general gameplay systems were all the other code that made the game work such as loading scenes, player controls, menus and UI.
    uniE621 Tiny Mouse Trap
    The Game The game that was made was a 3D platformer inspired by Honey I shrunk the Kids and The Burrowers. Each hub area was a different room in a house with the player starting in the garden which acted as the tutorial level. Each level in a hub was based on one of the objects in the room, so there is a level based on the fridge which was cold and on a frozen mountain. The story of the game was that the player was looking for a new place to live, and they managed to get into this house. But they needed to make the house a home by going into different rooms and levels and collecting furniture for them so they could live without worry. The plan for the game was to have a hub level and in there would be portals to the levels based on objects in that room. For example, the portal by the fridge would transport the player to frozen mountain that the player would have to climb. At the end of a level would be an object that the player needed to collect for their house. My Role My role in the company started off as just the programmer. This involved me planning and creating all the code and systems that are used as well as being the person that put all the objects in Unity and created the levels based on the design documents that were made. This included coding all the: - AI - UI - Gameplay - Player and camera controls - Saving and loading data - Bug fixing As I had the most experience in Unity, I also had other responsibilities: - Getting Animation to work - Placing all the models in the scenes - Testing the game - Creating the lighting At one point during the placement year some people left and so I took over their responsibilities which included: - Managing the production - Organising meetings with third parties - Creating the audio - Designing the game - Designing levels - Designing new mechanics, tools and weapons