Implement multiple completed games, including 3D games, using common tools, languages, and software for web, console, PC or mobile platforms.
Design, develop and implement the architecture and infrastructure needed to support a complete game project.
Implement and analyze fundamental data structures and algorithms associated with game applications supporting game-play mechanics.
Use software development processes to analyze a project problem, and to design, build and test a corresponding software solution.
Demonstrate development skills using multiple programming languages, development environments, and platforms, including advanced and/or experimental topics in game programming.
Establish collaboration, mentor-ship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.
The first video is a 3D Tank Game that I made from scratch with mentor-ship in Unity. This 3D tank game took advantage of mechanics such as multiplayer split screen functionality. It was able to save the players options settings that way when they closed the game and opened it back up, the options for the sound and things like that would load back up the way they left it. The game also used a randomly generated Map mechanic where the player could choose one of three options, there was an option for the player to choose a seed of the day which would load a map that was generated by the date, they could choose a random seed for the map generation, or they could manually input a seed of their choosing for the map. And not only that, but the player could also choose the size of the map.
https://github.com/Willowcricket/TankGame-TakotaBerry
The second video is a game I made with a team I was in that was making a game that experimented with AR for a phone game. (Due to an NDA I signed I cannot provide the project's code.)
This is a 2D game that I designed and completed myself. This game has a main menu to start the game. The game has a currency system in which the player can enter a fight, defeat enemies, and collect coins from them. These coins are saved between level scenes. It also incorporates a UI system for the player to use as a shop in order to buy med kits with the coins that the player has collected from battles. Or he can save up his coins in order to buy his freedom. It has another menu that the player can use to select the difficulty of the fight they want to be in. It has multiple endings, an ending where the player dies and he's not able to earn his freedom; also an ending where he lives and he's able to make enough money to buy his freedom.
This first example is a stack program which loads items into a list and then when you go to remove items from the list it'll remove the most recent entries into the list. This could be used in a game where the player has a vacuum gun and they can hold objects that they suck into the gun and they can shoot them back out for instance. But I also worked on other programs that dealt with binary search trees, linked lists and double linked lists, hash tables, and multi-threading.
https://drive.google.com/file/d/1RYsk1pNyv306LZKEyWsk_TdBfn0O5KYU/view?usp=sharing
The second example here is another game that I was working with that dealt with advanced programming mechanics that delved more in-depth with what unity can do. I worked on things like using root motion for animation in order to move the player using the built-in motion of the animation that way the player wouldn't ski along the ground if they didn't use root motion. I also worked on a system that used weighted drops in order to reward the player for each time they defeated an enemy what they got as a reward would be waited to be one thing or the other. For example you can get a health pack as a reward, or you could get a shotgun as a reward. And the health pack would drop around 60% of the time, and the shotgun would drop around 30% of the time.
https://github.com/Willowcricket/Programming-For-Game-Engines
This is a copy of the last version of a game I worked with a team on that required me to do a lot of bug and play testing. This game, we made in unreal engine. An engine that I had not previously worked in before, so the challenge of trying to figure out how to actually program in that engine was rather fun if not frustrating at times. I remember one of the mechanics that I was trying to implement was trying to find a way to make the cats give out an audible meow or hiss whenever they were clicked depending on if they were supposed to be clicked or not. And I had to go through a lot of the blueprints in the game basically adding this print message so that I could see if this was where I needed to put this new code or not. And after a while I inevitably found it and I was able to program the cats to give out a meow or a hiss. I had a lot of help from the lead programmer of the project, seeing as how this was my first unreal project, he was very helpful in tutoring me and teaching me the ropes of unreal engine.
https://drive.google.com/file/d/1JkJHfwhG2U1aEAC-pqNPa9J8ax0YiYm4/view?usp=sharing
This first example is a game I made with a team I was in that was making a game that experimented with AR for a phone game. (Due to an NDA I signed I cannot provide the project's code.)
https://drive.google.com/file/d/1v-gfBz57EM6SMDsOwfP65K7uq-bY_MFi/view?usp=sharing
Video Demo:
https://www.youtube.com/watch?v=qM-aCyTSD-Y&feature=youtu.be
The second example is of a game I worked on in unreal engine. This game was intended to be used by an office space that was to help them train new employees for their company. And our objective for making this game was to force the player to think in ways that the company wanted to train them in. This was a very challenging game for me to make because I was not familiar with unreal engine prior to this, but with some good tutoring and help from my teammates, I was able to pick up the engine and work effectively with my tasks.
This is a copy of the last version of a game I worked with a team on, the project was given to a smaller team to finish final polishes. It was a very fun project to work on, it was made in unreal and it was my first unreal project. In order for each of the teammates to communicate with each other freely, we set up a discord server that way we could contact each other if we needed to bounce ideas off each other or if we needed help with something, and we gave each other updates on what we were doing and if we needed anything from anybody else at the time. I mostly went to the programming lead for tutoring on the engine seeing as how he was the most familiar with the engine. But I got my actual tasks from a Trello that was set up for the project that the project lead would update with the relevant tasks for each Sprint.
https://drive.google.com/file/d/1JkJHfwhG2U1aEAC-pqNPa9J8ax0YiYm4/view?usp=sharing