Chronomancy is a first-person roguelite action rpg where the player must delve into a procedurally generated dungeon, learn runes used to cast spells, and fight off monsters that guard the rooms. The game was made in Unreal Engine 5 with a group of 17 people including myself. I was one of two AI programmers on the team.
My primary role was in programming the flying enemy. I had to make a navigation system mostly from scratch as Unreal does not provide anything out-of-the-box for flying enemy pathfinding. I also implemented the enemy spawning system and integrated it with level generation which was done by another programmer on our team.
A third-person stealth game I worked on in Unreal Engine 5 with a group of 7 other people over the span of about two months. I was both the team lead and AI programmer on the project. The goal of the game is to navigate through an office space to collect a brief case containing corporate secrets before making your exit. All the while trying to avoid enemies patrolling the halls.
As an AI programmer, my primary focus was on implementing the enemy's AI. I used Unreal's behavior tree and AI perception systems to allow enemies to "see" and "hear" the player, and navigate to their location. I also had to program in the enemy's reactions to the thrown lemons, falling pipes, and the player's smoke bomb.
As the team lead, I was in charge of organizing and leading meetings. I would make a schedule before each meeting outlining goals and the general schedule. During meetings, I would guide the meeting to ensure we accomplished all the necessary goals as well as stayed on time. I also assigned tasks to everyone to guide development of the project.
A fast-paced action RPG I worked on in Unreal Engine 5 with a group of 14 people, including four other programmers, over a span of about five months. In the game, you control a violinist who fights by firing projectiles from her violin. You must defeat a tuba-man who relentlessly attacks with physical strikes and leaps.
I was the programmer primarily in charge of the boss’ attacks and AI. I utilized Unreal Engine 5’s behavior tree system for the boss’ AI. I also programmed the boss' attacks including its shield phase and jumping slam. Our team used Github to manage version control.
A 2D platformer with a twist made in Unity by myself. The key gameplay feature is the ability to place down platforms as the player moves. A random platform appears on the right and the player can click and drag that platform down to place it and jump off of it.
As a solo project, I did all the programming and design for the game. It is playable in browser on itch.io!
Also in case it wasn't clear, the name of the game is "Work in Progress". It's not actually a work in progress.
A VR game demo that aims to put the player in the shoes of an oil tycoon making decisions that impact both their business and the environment. This was developed in a group of ten people including myself as one of the four programmers. The game was developed in Unity for the Meta Quest 2.
I programmed features such as the pen which players could pick up to sign bills, and a script which allowed objects to return to their starting location should they go out of the player's reach.