Worked primarily on UI in the Unity game engine, developing new features and fixing/extending pre-existing systems. Some of my contributions were smaller, like drag-and-drop and tab functionality, and some involved revamping entire main menu screens. This was my first experience working on a massive codebase in an agile environment, and was a blast.
Much wider range of responsibilities, working more on gameplay features. Adjusted level environments and movement abilities and interactions for smoother gameplay experience. Created a generic settings menu for use across multiple titles. Lots of bug fixing! Was an absolute joy working with the other engineers, QA, designers, management, and artists on the team.
First successful online testing of core gameplay mechanics after implementing multiplayer with Photon Fusion
Unity editor extension for generating 3D hexagonal grids from an interactable 2D interface
Developed a solid foundational knowledge of 3D principles by learning how to model, texture, rig, and animate assets in Blender, then tie in everything on the art side with the gameplay
Dijkstra's shortest path algorithm is used for determining the fastest route between two sectors (vertices), with sectors being connected by pairs of undirected teleporters (edges) that have a set teleportation time (edge weight). My variation also takes into account whether it would be faster to traverse over/under walls, which some units are capable of to varying degrees of efficiency. Notably, the current implementation ignores the time it takes to walk between two teleporter points when making comparisons, but includes that additional time in the final calculation. Blue: Unsearched, Yellow: Searched, Red: Shortest Path
Aerial pathing system using curves, calculus, and eggs
Custom world-space line renderer using bezier curves and dynamic mesh generation
Experimented with all kinds of UI/UX implementations using Figma and Unity
State machine transitions defined with scriptable objects and serializable type references to state classes for ease-of-use in editor, ability shown summons spectral wolf units with decaying health
Wrote shaders in HLSL for cel-shading and transparency effects
Bullied squirrels with VFX and monsters
Inspired by Jos Stam's Paper: Real-Time Fluid Dynamics for Games
In development