Long story short: I practice game development with expertise.
With a decade spent passionately to develop skills, i do make any game, fast and with quality. With excelent code architecture, you can add unlimited features to our project without worying about clogging with complexity. Lets make gta 5, elden ring, rimworld, cities skylines or an AI game. No problem. Leave it to me.
And not with just code, i hold technical art skill set to implement advanced visual effects which is not possible with art alone. Softbody, mesh deformation, snow&water and any magic texture.
I'm also experienced in VR. Can make any VR game if needed.
Experiences in spotlight
Within my time in Artixr, i was responsible for core gameplay functionalities. Starting with character animations, movements, attacks, skills and their network synchronization using fusion. To achieve this, i had to implement a scaleable state machine at the core of the characters. With it's help, we could queue many orders on a character and watch it perform all of it in order. I also challenged by the implementation of inverse kinematics on very divergent character rigs. Lacking an animator in the team, i've managed to keep characters hands on the gun.
I've contributed in many other areas too. I've handled technical artist aspects of the project. Like handling particle vfx, deciding how to handle meshes and writing special shaders for the project. With the optimization challenges of meta quest 2 device, i had to be very carefull with our graphics budget. LODS, baked lights, cheap shaders were our focus.
Short list of my contributions
unit humanoid animaiton overwriter system
complete interaction system (equiping, attacking, taking covers, using skills)
implementation of many skills
network sync of movement, attack and skills
ik systems
pathfinding (a* fill)
card deck system
field of vision & sight mechanism
mission framework
tutorial implementation
custom dependency injection
technical art lead in optimization(light baking, lod, shaders, retopology)
After many failed indie project, this is the most "complete" one. We control a cute witch and go fish with her in nicely coloured island. There are many fish species to be caught. And our girl grows in strenght, dexterity and wisdom too. So she can attrach and catch better fishes! It was a fun project.
Within my time in NPath games, i was positioned as a senior game developer. Within my responsibilities, i've implemented many core features including linking, tile vfx management, combo vfx, and level editor. i designed how visual aspects and logic codes come together. I've supported our inexperienced developers to learn and advance on their responsibilities while being an example of coding principles. Also i've led a second project (which hasn't been published yet) into a state of the art.