Gameplay & Tool Programmer
Skills & Experience
Hack N Plan
Hello, I'am a game programmer from Canada, I've always loved to create games and programming gave me a medium to make my imagination come to life.
On my off time I like to work on a small 2D game engine using SFML and IMGUI to create a small roguelike game.
Outside of programming I enjoy playing games, reading books and travelling.
Da Invincible was a game developed as a second year project, our goal was to take the best aspects of Super Crate Box and DOOM to make a game. You find yourself in an arena where boxes are dropped, every box gives you 1+ score and a new weapon of a certain rarity. As the game progresses swarm of enemies will invade the arena until the player is overtaken.
I was in charge of creating the weapon systems and combat systems, so for the first few weeks I made a system in unreal that would generate a random type of weapon with various firing rate and damage, this was to fit the Super Crate Box gameplay.
Then I looked into a procedural weapon generation by using various meshes to create a weapon, however this idea was scrapped due to development time and scope. However to keep things interesting I added a rarity to the weapons that would let us add effects to the weapons such as piercing or different stats. This added a bit more variety in the weapon choice.
Unreal Engine 4.19
Programming Combat systems
Programming Weapon Functionality
A few months after the development of this project I flew with two members of my team to showcase the game at dreamhack atlanta. We met amazing people who tried our game and gave us a ton of feedback or just had fun beating the record from every machine.
This is a roguelite where the player has to board ships in order to get powers and advance. The player has a crew which are used to store the various power Ups that the player picks up.
For the game we needed to procedurally generated the space environment and ship interiors, so we decided to use Grammar graphs and I was reponsible for making a tool that would let designers create rules for the generation. (see Universe Tool)
Additionally I was the Tech Lead for the team, planning out the various sprints and making sure we cut features that we deemed unnecessary. I also took on some game play programmer tasks such as various managers to spawn pickups and enemies inside and outside of ships.
- Creation of a tool to let designers create rules for the generation of the world.
- Responsible for Planning programming tasks for the sprints, aswell as serve as a main communication point between other divisions.
- Gameplay Systems such as spawning systems and Data Persistance.
During the Development of Captain Starshot we needed to procedural generate the interiors of ships as well as the space environment. With the help of a colleague we developed a tool which lets the use create Symbols and Rules in order to generate the play space.
This gave me a great opportunity to learn the QT API, as well as to create my own development tool. I was in charge of creating the Editor interface for the rule creation and connecting them to the grammar Graphs from my colleague.
I created most of the core systems within the tool's rule editing, such as placing and connecting various icons and save the connections to the grammar system.
QT Creator 4.8.1
- Setup Rule editing Interface
- Connect QT systems to the generation systems