Game dev


Technical
Unity (10+ years)
C#
Level design
Unreal 4 (8+ years)
C++
Level design
Gameplay Programming
AI
User Interface
Weapons
Many other systems
Design
Narrative
Lore
In-game narrative
Voiceover script
Gameplay
Unique mechanics from concept to in-game
Various game genres
User interface
HUDs, mid-game menus, settings menus, etc.
Interfaces for mouse, keyboard, gamepad
Psychology
Undergraduate studies
Behavior Analysis
Psychometrics
Statistics
Experimental biometrics-linked HL2 mod
Graduate studies
Coding for research projects
Computer Science classes
Gameplay-linked psychometric tool
Player experience research
Iterative playtesting and qualitative feedback analysis

Ectolibrium Prototypes (2017)

 Ectolibrium Prototypes

While attending grad school I worked on a few more prototypes. This started as more Foothold stuff -- a 2D platformer version of the previous project -- but gradually built into something called Ectolibrium.


An abstract environment with a unique visual style

Goals

Adapt previous project's mechanics to a side-scroller 

  • The previous project had disorienting flight. Confinement to a 2D plane removed this problem.
  • I liked the player's ability to fly to their power level. This change added more diversity in movement styles -- hopping/clinging as well as flying.
  • Gravity makes traversal far more interesting than in original top-down prototypes.

Decouple programming/design work from artwork 

  • I wasn't sure whether I would have other people working with me on this project, and wanted to be able to finish it independently if needed. 
  • I made placeholder art which looked passable to me, or which I could conceivably finish without a total overhaul.

Increase project organization 

  • I applied lessons learned from the old Unity prototypes.
  • I wrote clearer code, made better use of class inheritance, interfaces and components.
  • This project had better asset organization, conventions, and efficient use of prefabs.
  • There were a number of other optimizations like material sharing for draw call batching, object pooling for frequently created and destroyed content, etc.


Sequence of levels each introducing new gameplay 


Menu with standard functionality

Where it left me

All of this started well enough, and progress on these early iterations was rapid...  but eventually I became tempted to move beyond my programmer art push for a full artistic rendition of these concepts -- a decision which to a certain extent I regret, knowing how much it slowed this project down. I don't believe every game needs representational art.

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