R&D (2023+)
Early prototype of a three-stage boss fight built from scratch in Unreal 5 with intent of using the final product as a springboard for a larger project with the eventual goal of a full shipped title. At present the fight is functionally complete, and will be dialed in further with the addition of AI mobs at a later date.
The concept I am working with is to create an engaging boss fight based around simple controls with an 80’s synthwave-style backdrop. A dash is also provided to allow the player to play aggressively and get themselves out of trouble.
The boss, meanwhile, is built to keep the player on their toes. The boss flickers around to new positions, giving room for the player to learn the weapon and dash while ensuring the player remains focused to succeed. The second phase requires the player to have a good understanding of when to dash to get out of the way of enemy attacks. The third and final phase combines the previous two, while adding massive attacks adding correct positioning to the player’s cognitive load.
All assets and designs are a work in progress and not finalized. The music and prototype animations (outside of the stock idle and walking animations) are by me.
SSG Prototype (2021) (Personal project)
This is a small, very early version of a first person shooter prototype I've been working on, built in Blueprints in the current Unreal. The first part is a burst-fire gun taking some inspiration from the specific game feel of the Destiny 2 pulse rifle. Of note is the recoil burst returning to the firing point of origin to immediately and comfortably set the player up for the next shot without having to constantly re-adjust their aim, without interrupting the player mouse movement if they're changing what they're aiming at. I am using hitscan bullets instead of actual projectiles because I am aiming for a more reactive and snappy combat user experience, and the delay physical projectiles would add would be counter to that.
The second part is a very early AI behavior using behavior trees where the AI hides behind cover. If it has a clear and unobstructed view of the player, the bot will find a position behind cover and relocate to it. I am planning using this behavior as a component for defensive positioning to add to a firefight-oriented encounter.
Balam Prototype (2018 - 2019)
Balam is a 2D action platformer with metroidvania elements in early development by Bad Tomato Games.
My primary roles upon hiring were to focus on improving the game feel while taking over as the general programmer. I immediately expanded upon this role by defining and refining the combat experience, and then designing and building the game AI around that experience, with a focus of making each enemy functionally unique to get the most variety for the limited resources available. The game had a focus on atmosphere, and I took great care with the limited assets and time we had to make the enemies I designed feel like a cohesive part of the environment around them to help work towards that end. I worked to maintain the game’s tone.
The boss was designed to be a stage-based boss, with a specific window the player could attack it, and a brief window for each attack in which the player could further damage the boss if they were skilled enough to safely get a hit in, creating an encounter that the player could address at their own pace while keeping a bit of a skill ceiling.
The general game feel of the game and the player character, the design and implementation of the enemies and boss, and a number of mechanics for the levels (screen shake, title fade in, hidden walls, etc) are my work.
In addition, I translated big picture concepts into practical application and core design, and ensured features stayed in scope for the time available.
The below videos are the result of the first 3-month sprint, done in preparation for display at IndieCade in 2018. They are representative of an extremely early prototype, and not representative of the final game.
The Grind (2013-2015)
The Grind is a multiplayer action game with RPG elements. Players must work together to defeat enemies, but only one player can win.
My roles on this game were design, AI, and gameplay programming, along with the creation of a node-based toolkit to assist other designers in level design. A breakdown of my work can be found on the Design and Scripting pages.