Game Experience

Current Projects:

Dawn’s End for Omens By Blue Light Studios

Gameplay Engineer/Systems Programmer/Tools Programmer/UI Programmer/Gameplay Programmer/QA Programmer (Volunteer)

Tools Used: Unreal Engine/GitHub/Visual Studio

I have videos to show off combat and tools, but I cannot publicly post them until the game is open to the public as to not spoil the game. Please reach out if you would like to see them! You can find the site for the studio here.

  • Created tools for designers:
    • Created an NPC Creation tool to create NPCs from premade types and attach the needed components (dialogue, quests, etc.)
      • This was done with an editor utility widget.
    • Created an NPC utility tool that saves NPC information into a data table for each level as to allow the designers to easily find and edit them.
      • This was done with scripts: one to populate the table and one to update the NPCs from the table.
    • Created an interactable/chest creation tool. It allows designers to create chests, furniture, or other interactable actors and attach the needed components (inventory, currency, etc.)
      • This was done with an editor utility widget.
    • Created a Quest Creation tool that allows designers to populate quests into the appropriate data table after they are created.
      • This was done with an editor utility widget.
    • Created a Puzzle Creation tool that allows level designers to create sliding puzzles with the appropriate triggers/actors within dimensions to place within the level.
      • This was done with an editor utility widget.
  • Programmed the combat system for the game: included a charge turn battle system, UI programming for action menus, turn order, damage numbers, and battle results display; attack, item, defend, flee, and skill usage; animations for death, attacking, skills, items, defending, and taking damage; and calculations for damage and healing; enemy and player party placement and creation; and conditions for flee, victory, and defeat.
  • Created the experience/leveling system and the widget for the system: it populates the experience gained on defeating enemies and applies level ups when necessary.
  • Programmed various subsystems to allow specialization of components on the Game Instance: inventory, quest, equipment, GUID Handling, Party Members, save/load, and class.
  • Did various UI programming for many systems.
  • Created all of the NPC base types using abstraction and object inheritance.
  • Created the treasure and furniture interactable actors and the system to handle the giving of items and currency, while also making sure they are unique and cannot be opened more than once.
  • Designed QA console commands and custom logs to allow efficient and simple testing of the various features and systems.

Shipped Titles:

Moon is Not The Limit – Software Engineer | QA [Cellec Studios]

Tools Used: Unreal Engine 5, Unreal Visual Blueprint Scripting, Microsoft Excel, Jira

Can be found here.

Escape the Unknown: Awaken the Realm – Software Engineer | QA Engineer | Gameplay Engineer [Black Banshee Studios]

Tools Used: Ren’Py, Python, Excel, Jira

Can be found here.

Guardians – Software Engineer [Black Banshee Studios]

Tools: Unity2D, Unity, Jira

In development

Old Projects:

Unreleased Unity Game

Systems Designer/Gameplay Engineer/Game Designer

Tools Used: Unity

  • Created a GOAP system for the enemy’s turn based card combat
  • Created the combat level and system for the card combat

Full Sail University Coursework

Systems Designer/Level Designer/Gameplay Engineer/Game Designer

Tools Used: Unreal Engine 5, Microsoft Excel, Microsoft PowerPoint, Jira

  • Created a Puzzle System in Unreal Engine 5 that allowed the player to push buttons to open doors: the buttons either had to be held down with boxes or stepped on by the player.
  • Created an Interaction System: allowed the player to pick up keys or boxes for use within the level, whether it be keys or boxes.
  • Created a Simon Says System: it stored color values and matched player input to the colors, and it gave feedback to the player upon being correct or incorrect.
  • Created technical documentation for systems and how the systems interact with one another, which included variables.
  • Created technical documentation such as Game Design Documents, Technical Design Documents, and Testing Documents. 
  • Worked with Jira to calculate time and how to manage resources for game production.

Telescape Game at Full Sail University

Systems Designer/Level Designer/Gameplay Engineer/Game Designer

This was developed with Unreal Engine 5

  • Designed a level utilizing assets and systems to allow for the player to complete the level: this level contained puzzles to get a key to complete the game. 
  • Designed an interaction system between the player and a button: the player had to hold down a button with a box to open a hidden door where the final puzzle was hidden.
  • Designed a puzzle system in which the player had to press colored buttons in a certain order based on clues placed throughout the level. 
  • Worked with the team which consisted of other members of the class to put together a polished game with little to no bugs by managing our time and resources, but with us also having plenty of communication.

Technical Documents:

TDD for Puzzle System Made in Unreal Engine 5

Can be downloaded below:

This was developed with Unreal Engine 5

  • Designed a level utilizing assets and systems to allow for the player to complete the level: this level contained puzzles that involved buttons and keys.
  • The document broke down variables needed and the communication between the systems.

Systems Design Final

Can be downloaded below:

This was a theoretical systems design used with a given information

  • Created the core gameplay systems necessary and all of the supporting systems.
  • Created a core gameplay loop using the information provided, which was a diagram.
  • Created the necessary variables for each system component, and described what it managed.
  • Created diagrams for each system.
  • Created the communications and variables necessary for each system communication.