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About Me
I am a game developer with a passion for problem solving and working
with computers. I’ve released three games in Unity and Godot using C#,
including multiplayer, 2D puzzle, and arcade style games. I have also
developed a media converter to enable the user to watch videos in
vanilla Minecraft. Some of my favorite games are Jedi: Survivor, Portal,
and Redout 2.
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Professional Experience
Tread the Dawn Games
Game Developer
Designed and developed a peer to peer, physics based, multiplayer spacefighter simulator using
C#, Unity, and FishNetworking multiplayer library.
- Developed systems to
display a holographic depiction of the damage state of the pilot’s ship
and track enemies across their HUD.
Utilized proficiency in C# to learn the Godot game engine in preparation for the
GMTK Game Jam 2024 to design and create a 2D vertical puzzle platformer
with a rage game element inspired by The Legend of Zelda: Oracle of
Seasons.
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Made use of a community-generated library to persist user
settings, and game state between sessions.
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Created a state machine to
run enemies, an interface to create a scaleable tool system and
polymorphism to make a multipurpose lock and door system for puzzles and
the boss.
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Original sprites created using Aseprite.
(This game is in early development. )
A Balatro-inspired game based on the solitaire card game, Scoundrel.
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Translated C# card system made for
Babel or Bacon into GDScript.
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Expanded said card system to include
callbacks for ease of use in other projects.
Projects
Originally created in 96 hours, collaborated with one other
developer/designer to create a deck building, tower construction, arcade
game for GMTK Game Jam 2024: Built to Scale using C# and Godot.
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Used collections of various types to manage the deck and player hand and built-in physics to stick objects together for the Glue feature.
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Created a launcher for easy updates.
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Ranked in top 50% of 7,597 entries.
A Shmup inspired by FTL. Originally made in 9 days by 5 people.
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Designed and programmed the shop system
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Created a tilemap based system for ship construction
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Made procedural level system using map system created by another
developer.
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Built on past experience in C# and Godot to create a prototype of a
moddable, fixed-perspective, run-based dungeon crawler.
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Created data-driven Actions to allow for many different behaviors with a
tweak of a few variables.
Built a Library with a Command Line utility and WinForms app using C#,
FFMpeg/FFProbe, ImageMagick, and a blueprint of a Minecraft datapack to
convert video files to resources allowing it to be watched as a movie in
multiplayer Minecraft without mods.
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Utilized FFMpeg/FFProbe and ImageMagick libraries to show a preview of
output.
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Audio in game automatically resyncs to video if server lag causes a
desync.
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Used the I/O file system to automatically install the output to the proper
place in the Minecraft directories.
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12/50 Stars.
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Favorite puzzle was Day 15: Warehouse Woes.
Made in about 4 hours because I had an Idea I thought I could complete in that time.
Open Source
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10,000+ current users/subscribers.
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Ensured compatibility with official DLC.
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Implimented mod settings.
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Ensured compatibility with RimWorld 1.6.
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Ensured compatibility with other mod: Xenotype and Ideology Buttons
TitleScreen
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Ensured compatibility with RimWorld 1.6.
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Added feature: draggable window.
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Refactored how the preview window spawns to work better within the RimWorld codebase.
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Created custom-named languages using built-in RimWorld logic.
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Utilized Harmony to create a system which interrupts pawns' interactions,
making them fail unless they share a language.
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Made pawns unable to trade unless they share a language.
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Added functionality to select a random faction for a pawn based on various
filters.
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Fixed a bug where the UI wasn’t updating when a starting item was deleted.
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Made Starting Items visible on faction items screen.
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Assisted in updating compatibility to 1.6.
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Aiding in updating compatibility with RimWorld 1.6.