Cleaning Spree!
Cleaning Spree! is a 3D, fixed perspective action game where the player takes the role of a space station janitor racing against time to make the station spotless. The player must catch roaming tumbleweed-like trash bags, clean growing and slowing goo puddles, and herd escaped grubs into their pens.
On this team, I am the Gameplay Programmer and System Designer and as such, I am responsible for the design and implementation of all gameplay systems. To name a few of the areas I have created include: the player's movement, the dash ability, mopping and goo removal, throwing away trash bags into dumpsters, the scoring system, and more! I also help coordinate the team's efforts in creating UI, AI, and SFX with the gameplay and experience at the core.
On this team, I am the Gameplay Programmer and System Designer and as such, I am responsible for the design and implementation of all gameplay systems. To name a few of the areas I have created include: the player's movement, the dash ability, mopping and goo removal, throwing away trash bags into dumpsters, the scoring system, and more! I also help coordinate the team's efforts in creating UI, AI, and SFX with the gameplay and experience at the core.
Roles:
- Gameplay Programmer
- Systems Designer
Soul Sisters
Soul Sisters is a 3D, narrative-focused, lite stealth-horror game built in Unreal Engine 4. The player takes the role of a blind spiritual medium whose recently passed sister visits the player and guides them on a journey of adventure and learning to move on. To do this, the player must navigate an old New Orleans street blind, using her ghost sister's aura to navigate. Along the way, the player and ghost sister will meet other ghosts, some nice and wanting to move on to the afterlife and one that is twisted by loss and attempts to steal the player's ghost sister away from them.
I fulfilled many roles on this team. I was the Tech Lead, which involved me organizing the source control of the project via Git and managing the other programmers and designers who were implementing via Unreal Engine's Blueprints. I was also the main Gameplay Programmer of the project and implemented systems such as: the player's movement and controls, how the vision system reacts to player actions, the Dialogue System, hiding spots, and more. With my Theatre and Voice Acting background, I also was the Voice Director for the project. As Voice Director, I auditioned. hired, and directed voice actors. If we had more time and COVID 19 did not hit, we hoped to have had a fully voiced game with over 100 lines.
I fulfilled many roles on this team. I was the Tech Lead, which involved me organizing the source control of the project via Git and managing the other programmers and designers who were implementing via Unreal Engine's Blueprints. I was also the main Gameplay Programmer of the project and implemented systems such as: the player's movement and controls, how the vision system reacts to player actions, the Dialogue System, hiding spots, and more. With my Theatre and Voice Acting background, I also was the Voice Director for the project. As Voice Director, I auditioned. hired, and directed voice actors. If we had more time and COVID 19 did not hit, we hoped to have had a fully voiced game with over 100 lines.
Roles:
- Tech Lead
- Gameplay Programmer
- Voice Director
Robot Rocket Rumble (RRR)
Robot Rocket Rumble (RRR) is a local-multiplayer, 2D, action party brawler for PC where 2-4 players battle it out by trying to knock each other off the screen with their rockets and ultimate abilities. As per the requirements of the class, we developed this game in a custom C++ Engine.
I was the Gameplay Programmer responsible for implementing the Ultimate Abilities/Attacks and the system of how to player uses them. I also functioned as a Technical Designer by developing tools in the custom C++ engine via integrating ImGui into the project and setting up live, in-game editing of gameplay values. Throughout the project I worked closely with Programmers and Designers in order to accomplish these roles.
I was the Gameplay Programmer responsible for implementing the Ultimate Abilities/Attacks and the system of how to player uses them. I also functioned as a Technical Designer by developing tools in the custom C++ engine via integrating ImGui into the project and setting up live, in-game editing of gameplay values. Throughout the project I worked closely with Programmers and Designers in order to accomplish these roles.
Roles:
- Gameplay Programmer
- Technical Designer