Developed player movement and player camera movement. Then clamped the player camera movement to prevent some clipping.
Developed the ADS ability (Aim Down Sights) using interploation for a smooth transition in and out, using the Gameplay Ability System that was created for the project.
Helped create the pick up abilities and the ability to use them using the new attribute system that was implmented.
Helped with the creation of the new Enhanced input system.
Helped with the player camera clipping issue. this issue mainly started with the camera being offset from the spring arm and because of the built in engine components weren't being utilized properly. so by readjusting the spring arm offset, it fixed major clipping problems with the player.
Created a timeline for the Shrink ability that is tied to the main character of the game, this would help with transitions between Alice being big and small.
helped with the major design of the base player that is the parent character for all of the new characters to be introduced with continued devlopment. mainly with control fixes, in game feel and any more clipping issues that may arise as the development contiues.
Developed a player input system for touch screens on phone and inputs in general
Developed and designed player movement and firing mechanics to destroy ships and asteroids. I also designed the player hitboxes and spawnpoints for projectile that are fired from the ship when the player hold their finger on the screen.
Designed and Developed the enemy and boss AI in the game that spawns in intervals and consistanly tracks the player. the boss only spawns after a certain amount of time in each level and restarts after the first boss dies.
Created an enviroment script that spawns asteroids randomly using a random number generator. these asteroids also have another random number generator on top of that to dictate their speed.
Developed a UI manager that displays the players current health and lives, this UI also displays the players time in the level and their score.
Created different scenes for the game that displays the main menu and game over. Both these scenes also uses the UI that was created to display the player shop which allows the player to change skins, and to lower or increase in game audio.
Created a audio manager for the sound effects in the game, and the background music.
Color Wave
Genre: 2D, Casual, Endless waves, Arcade
Engine: Unity Engine, C#
Developed player movement and helped design player controls.
Helped develop and design game mechanics and level hitboxes along with player hitboxes and collision components.
Helped design level layout with other fellow developers that were working on the level to make other levels feel unqiue.
Helped Design the GDD for the game, during the process I and other fellow developers finished the desgin of the game. We descided how the game should look and feel with their controls.
Strugglin Duo
Genre: 2D, Casual, PVP, Arcade, Two players
Engine: Construct 3, JaveScript
Developed both player movements and helped design player controls. Both players can be played on the same keyborad.
Developed and designed game mechanics and level hitboxes along with player hitboxes and collision components. Both players spawn on oppoisate sides of the map, each player has their own respective hit boxes
Designed the level layout using a tilemap system within construct 3.
Designed Main menus, end game screens and UIs for the in game.
Developed a audio manager for sound effects and in game background music.
FPS Trial Run
Genre: 3D, First Person Shooter
Engine: Unreal Engine, C++
Developed player movement and player camera movement
Designed level layout and weapon/enemy placements.
Developed enemy ai to track and damage the player.
Designed a pick up system which when the player collides with a coin adds score points to the UI.
Designed and developed the main menus, end game screens and UIs for the in game.
Designed and developed the game using C++ majority of the time.