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- I developed a modular input buffer system to improve gamefeel. This has been turned into a plugin that I will release
- Coyote Time on the player’s jumps to improve responsiveness
- A custom interaction system that hooks into blueprint for easy creation of variants and custom behavior
- A GPU based player tracking system that creates a map of the player’s whistles and changes the foliage around them, allowing for complete reactivity in all foliage.
- Custom master material with landscape blending, easy color changes, foliage sway, world displacement, normal blending, Occlusion masking and more.
- World partition world with optimized streaming volumes
- Dynamic camera scripting system which allows for custom angles, camera tracking and more.
- Grindrail System
This was my forge project made for the end of my degree. This was where I pushed myself the hardest I ever have. It was a hybrid 2D/3D platformer where the player had a whistle that would grow plants to interact with the world.
This project was made in unreal engine and written in C++. with scripting functionality exposed to blueprint. During this project, I focused strongly on making modular, designer friendly game play scripting tools to allow for rapid iteration of gameplay sequences. Some of the highlights are:
This project was made with some 2D animation students but all Programming, technical art, implementation, level design, scripting, iteration and music production was done by me.
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