I was responsible for the implementation of every single entity in the game including character movement, AI, animations and IK, save state handling and combat
This includes all UI, subtitles, gamepad support, input remapping and input prompts
I have also worked on internal tools to assist the level designers
I have also made 35 cutscenes for the game using Unity's Timeline, due to my own personal interest in cinematography
El Paso, Elsewhere was created by me and Xalavier Nelson Jr's studio, Strange Scaffold.
Despite being the only programmer in the team, I had to regularly coordinate with my colleagues in order to implement their assets or provide them with new tools.
I had never worked on NPCs for shooter games before- not to this extent. Because we wanted the designers to be able to change AI behaviour on their levels, I wrote my own graph-based Behaviour Tree tool for our NPCs.
MULTIPLAYER PROGRAMMER, LIGHTING ARTIST
I was responsible for all multiplayer-related aspects of the game. Using Mirror Networking, I built the base classes from which every replicated component would derive.
I have also assisted in the creation of a lighting workflow to meet our artistic goals by acting as a lighting artist over the development of two of the game's levels.
Rogue Masters is a game from Main Leaf, a South American game development studio.
At Main Leaf, I had to write clean and performant code that would act as a foundation for the rest of the team. Due to the nature of the Soulslike genre, it was very important to make combat feel responsive, even for players with higher latencies.
Because Rogue Masters is a co-op game, the team agreed to not worry too much about cheating and in the interest of saving time and reducing complexity, Rogue Masters was built with a client-server architecture and full client-side authority.
PROGRAMMER, GAME DESIGNER
The Interloper is a small first person shooter I made in a few days. This was back when Unity's Post Processing Stack V2 had been released and I wanted to play around with it.
All audio is from Team Fortress 2 (except for a few which I made in Ableton) and all 3D art is from Unity's Asset Store.
It was a fun challenge! Moving around in it is fun- jumping right after dashing lets you keep your momentum. You can kind of bunny hop in it.
PROGRAMMER, DESIGNER
Not released, indefinitely halted
I implemented common JRPG elements- an inventory system, a player party, a dialog system and a turn-based combat system with a twist
I was responsible for all of the game's design- characters, environments, lore and writing- in an attempt to create an universe that was both coherent and fun
BULLETIN was my first serious personal project in Unity. It started back in 2015 and it has been re-written over and over and over again, often to test new tech or ideas, always in my spare time.
It is my most personal project and a direct reflection of my past experience in internet forums back in the early 2000's. Even though I was never able to finish it, it was extremely important for me to learn the ins and outs of every nook and cranny of Unity.
Every single pixel was crudely drawn in MS Paint. Life took me from you but one day I'll come back for you, BULLETIN.
PROGRAMMER, DESIGNER
Not released, indefinitely halted
I had my first experience with multiplayer programming- I used UNET (and later Mirror Networking) to create a simple server authoritative shooter with clientside prediction
I developed a separate Unity project that could be used to generate Assetbundles to be loaded in the game. These bundles could contain new levels, weapons or even entire new entities by packing C# scripts which would be compiled by the game at runtime
TACTICAL ESPIONAGE SIMULATOR was my first attempt at creating a multiplayer game with modding support. Even though its modding system had severe security flaws and the netcode had its issues, it was a stepping stone towards other, more complex projects and towards deeper understanding of the Unity engine.
It was another project made in my spare time off work and a helpful game design exercise- my goal was to create a shooter where players did not control an experienced war veteran or some sort of super soldier: players were incompetent soldiers. Reloading was supposed to be hard, you had to hold your breath to aim and you could die from holding your breath for too long.
Also the player is just a Unity default Capsule mesh. And you could ride horses.
From 2015 to 2018, I worked at a South American virtual reality studio to develop multiplayer VR software for other companies. Even though these were not games, I did learn a lot about VR development and netcode in general.
VR has its fair share of pitfalls- optimization, input handling, aliasing, to name a few. I had the chance to work with the Oculus DK2, the HTC Vive and, most recently, the Quest 2 in my spare time.
Due to my own interest in games with strange visuals, I had to learn a bit about shaders.
I am not a shader specialist but I am capable of implementing basic shaders for usage on objects or even fullscreen shaders.
Despite my familiarity with HLSL, I prefer to use Shadergraph / ASE.
Also, I like pretty lighting.
A simple test of Unity's High Definition Rendering Pipeline
Yet another HDRP test, in order to familiarize myself with lighting and exposure (models from the Asset Store)
I can be reached at:
email: rbh@rbh.ooo
discord: bonickhausen
bsky: rbh.ooo