With over 4 years of Game Design education, and 6 months of professional work in the industry, I’m now looking to finish my formal Game Programming education with you!
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Inverse Kinematics using FABRIK
Building a four-legged robotic spider that can walk on uneven surfaces using inverse kinematics in C++ by using F.A.B.R.I.K, an industry standard method implemented in engines such as Unreal and Unity.
BotOps
A Call Of Duty Zombies-inspired Robot shooter, where I was primarily responsible for the Enemy Wave System and Player Progression, as well as animation-handling and gunplay, as well as a Sub-Level system allowing our leveldesigners to stitch together multiple scenes.
Blade of Will
Intense 2D Hack/Slash Sidescroller where my main responsibilites included VFX, and Scripted Events tied to the player progression
Brie Parmesan Mysteries
Published Game on Steam , I was responsible for the majority of gameplay, and utilizing the Unity 3D Dashboard API for seamless tweaking of values and gameplay enemies without a need of patches, and telemetry work to track individual players progress.