Drew Moulton

Professional Experience

Software Engineer Intern Jun-Aug 2021

Hit Factor Logo

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.

Software Engineer Intern Jun-Aug 2022

Hit Factor Logo

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.

Personal Projects

Animal Armies

Networking

First successful online testing of core gameplay mechanics after implementing multiplayer with Photon Fusion

Code

Hex Grid

Hex Gen

Unity editor extension for generating 3D hexagonal grids from an interactable 2D interface

Code

3D Pipeline

Dragon

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 Shortest Path Variation

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

Code

Flight System

Flight System

Aerial pathing system using curves, calculus, and eggs

Code

Line Renderer

Line Renderer

Custom world-space line renderer using bezier curves and dynamic mesh generation

Code

UI/UX

Menu

Experimented with all kinds of UI/UX implementations using Figma and Unity

Abilities & State Machine

Wolf Howl

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

Code

Shaders

Shaders

Wrote shaders in HLSL for cel-shading and transparency effects

Code

Squirrels

Gameplay

Bullied squirrels with VFX and monsters

Additional Interests / Media

JS Interactive Fluid Sim

Inspired by Jos Stam's Paper: Real-Time Fluid Dynamics for Games

Jos Stam's Paper

Procedural Texturing

Procedural Texturing

Physics Factory

Physics Factory

In development

Repository

Sculpting

Sculpting

AA Assets

AA Assets

Animation

Animation

Physics & Simulation

Physics & Simulation

AA Map

AA Map
Books: "Body found floating by the docks..."