Tools Intern - Infinity Ward
- Implemented UI in a python tool representing collections of level content in a visual, spatial hierarchy for ease of selection.
- Collaborated with engine and pipeline teams, exposing game level data to my tool for an up-to-date view.
- Optimized tool responsiveness by batching commands to stream content in C++ engine code, and multithreading python code.
- Iterated based on design discussions with the UX lead, user bug reports, and the tools team’s feedback.
- Documented code using confluence, tooltips, and perforce CL descriptions, to educate users and coders.
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Pinball Shooter
- Programming a custom C++ character controller using physics research to realistically simulate pinball.
- Architecting a custom client-side prediction system to support online play and mitigate input lag.
- Coding an extensible input system Unreal Engine Enhanced Input, Input Mappings, and Data Assets.
- Implements streamlined, component-based, context driven AI for responsive enemy behavior.
Paper Guts
10th Annual Chico Game Jam
- Designed wander and attack enemy AI in UE5 behavior trees and blueprints, completing the logic under 48 hours.
- Implemented first-person locomotion and attack animations using animation blueprints.
- Communicated asset specs to audio designers, artists, and animators, ensuring all content made the build.
Stumblebumps Unite
- Coded a competitive 3D platformer in UE5 C++, then pitched my prototype to school faculty, getting myself selected to be lead designer on a senior capstone project.
- Lead a team of fifteen developers by maintaining documentation for all aspects of the game, reviewing work, and responding to questions to create the final project in Unity (shown in video).
- Ran playtests, saw minimal PvP interactions, split levels into rounds to routinely put players in proximity.
Labyrinthian
- Designed and implemented touch-based interfaces for android platforms in Unity and C#.
- Implemented tilt controls, using several iterations to address sense of control and camera relative motion.
- Made status effects, transmissible between objects, using extensible component and event driven design.