Description
Description
The game tries to play around team dynamics, forcing teammates to separate or stay together. Using items that provide information in exchange of screen visibility is a core system that allows for team strategy to come into play.
By Burnt Out Games, LLC
Engineered the mesh combiner editor tool to cut scene load times by 85%.
Implemented the distance-based culling manager using vector math to improve runtime performance.
Increased frame rate by 300% through profiling and targeted optimizations using Unity’s Profiler.
Created the editor tool to auto-generate game credits using prefabs and scriptable objects for content updates.
Maintained and extended online multiplayer functionality using Mirror for networked gameplay replication.
Synchronized critical systems over the network, resolving race conditions using observer and singleton patterns.
Developed the networked object spawning system using stacks and polymorphism for spawn management across clients.
Programmed AI Monsters with branching behaviors using behavior trees and custom sight detection systems.
Implemented AI Deer's using my custom system enhancing composition and inheritance to create reusable behaviors.
Implemented the polymorphic inventory system using the strategy pattern to handle diverse collectible item behaviors.
Built modular interactable object system leveraging composition and interfaces to support reusable interaction logic across objects.
Architected the dynamic party system using event-driven design and set-based tracking to support flexible team sizes from solo to 4-player co-op.
Created the speed-based dynamic head bobbing effect to enhance first-person immersion.
Implemented the save settings system and modular UI architecture to improve player usability and maintainability.
Managed source control to ensure smooth team collaboration.
Handled build preparation and delivery for showcases, playtests, and publishing milestones.
Created trailer content using Unity's Timeline and Cinemachine for cinematic in-engine storytelling.
Maintained a strict under-scoping philosophy keeping all features and tasks within the time and skill of one programmer.