As a Generalist/Gameplay Programmer, I love to work on a lot of different projects. I am familiar with Unreal Engine 4 and Unity.
Games
Through Rust We are Returned
Through Rust We are Returned is a turn based tactical RPG with a heavy narrative focus. Thematically the game is a blend of cyberpunk ideas and Victorian aesthetic, with a major focus on transhumanism and memory. The game features a unique progression/skill system, where players unlock "memories" through narrative moments in the gameplay and these memories can be equipped for "conscious" (active) and "unconscious" (passive) effects. During the combat, every turn cycles through the players equipped memories so that a different conscious memory is applied. Most of my work on the project went into working on the aforementioned "memory map" progression system. I set up the system behind the scenes and worked with designers to help create and program proper UI for those scenes. The system is set up so that the other programmers on the team can easily access the information stored in the memory map so that memories are properly implemented in the combat, and relevant data can be saved and loaded.
We originally started this game with a team of 6 people, but grew to have 14 core members and 5 more people contracted onto the project. We worked on the game for a full school year before it was finally ready to be launched on steam.
Blackout
Blackout is a networked co-operative puzzle game built in the Unreal Engine, based around the concept of restoring power to a damaged Arctic research station. I worked as one of 3 programmers on our team of 7. I did a lot of general work on many aspects behind the scenes on this project. I started by working on implementing many of the interactable objects in the early prototyping stages of the project so we could test the initial puzzles. Though I had absolutely no experience or knowledge of anything networking, I got the game's networking features working well using a plugin that allowed me to integrate the game with Steam's online servers. A lot of my efforts also went into helping artists and our designer properly implement certain interactions, animations, and bug fixes. The other main aspect I worked on was tracking and fixing bugs for the whole team. My attempt at tracking and recording bugs proved to be especially helpful as we transitioned to remote work.
We built this game as part of the 2020 Ubisoft Game Lab Competition, which ended up being semi-canceled due to the Covid-19 pandemic. Our game was still presented and received feedback from the judges at Ubisoft Montreal, but the competition was not held. I am very proud of this game and the team who made it, and our ability to adapt well after we had to split up and work remotely during the height of the project.
I returned to this project in the spring of 2021 to remove the plugin that our networking relied on and rebuild it ourselves. We converted all of our project into C++ code and used Unreal's sessions interface and online subsystem null, to recreate something similar to what we previously had working.
Blockout
Blockout is an 8-player competitive platformer. I developed it alongside Avery Follett during our semester abroad in Montreal. We both worked on Blackout at the same time so this game was a learning and testing ground for mechanics and systems that we were unfamiliar with. This was mainly learning how to use the Unreal Engine and getting it hooked up so that online multiplayer was working. This game ended up being a ton of fun both to work on and definitely to play. It's a fairly simple concept where the players race each other to a goal at the top of the map, but to get there they need to build a structure. To build the structure the player needs to reset back to the beginning and leave the cube they were just controlling exactly where it was.