Project Neon

A game by Neon Wire Studio

  • Junior Level Project

  • Unreal C++ project with 11 other students

  • Gameplay and Audio Programmer, Technical Level Designer

  • Programmed checkpoints, waypoints, and other gameplay features

  • Worked with level designers to turn whiteboxed levels into polished experiences

My team during the brunt of the lockdown for Covid 19. What a time! This was an 8 month project in Unreal Engine.

The Game is a first person shooter. You are infiltrating a computer system from the inside, hacking the mainframe and rebooting the firewall (as well as shooting a lot of cybersecurity bots) to get to your ultimate goal… Revenge.

I was a gameplay programmer and technical level designer on this project. It was my job to implement a lot of minor details, like dialogue cues, the checkpoint system, the waypoint system, the directional hurt notification, transitioning between levels, and a bunch of minor one off scripts such as opening and closing vents. This was a fun project to me, because I got to work with everyone on the team to implement features across the UI, movement, backend… I had to learn a lot of different systems on the fly!

 

Commentated Demo

 
 

Production Team

 

Producer

Tyler Davis

Creative Director

Jack Makarov

Designers

Jack Makarov
Theodore Banik

Technical Artists

Brayan Lopez
Kay Kim
Matthew Ladouceur
Tyler Davis

Programmers

Amanda Daley
DT Pham
Eric Han
Ethan Villasin
Evan Higgins
Jacob Wymer
Jiwon Jung
Kay Kim
Matthew Ladouceur
Ryan Davis
Tyler Davis
Will Pritz

Audio

Aria Fulan

9 to 5

A game by Pinkslip

  • Freshman Level Project

  • Worked in DigiPen’s Alpha Engine in C with 4 other students

  • Technical Lead and Gameplay Programmer

  • Worked on paper movement, objective randomization, minor physics, and other gameplay features

9 to 5 was a 5 programmer, 4 month long project built in DigiPen’s Alpha Engine (Language: C). It’s a paperwork simulator about signing and stamping randomly generated paper for randomly generated goals.

This project was my first as a tech lead, and trying to hit month long milestones for making a game. Setting coding styles, practicing code reviews, managing a list of tasks… The fun parts of building a game!

As a programmer, I worked on the paper physics, object management, the task list UI, the coffee behavior, and the score. My personal highlight from this project was figuring out the physics of flinging the paper around. Having it behave properly on release, and drag behind when dipped in coffee, was a pretty fun problem!

 

Trailer

 
 
 

Commentated Demo

 
 

Production Team

 

Producer/Artist/Sound Designer

Alice Wiswell

Technical Director

William Pritz

Design Director

Phoebe Rollosson Halbhuber

Hand Model/Test Manager

Quinn Beierle

Asset Manager/Audio Programmer

Matthew Mckinnis

Composer

Ariel Kim

Freeflow

A game by Team Freeflow

  • Freshman Level Project

  • Worked in C with 2 other students

  • Gameplay Programmer

  • Worked on movement physics and level designs

This was a 3 person, 6 week long project. We were given a shell engine in the C programming Lanauge that could draw shapes on screen for us, and told to make whatever we want. My team made a little platformer we called Freeflow!

In this project, I learned the basics of working in a team, how to use version control (We used SVN for this one), and the importance of communication.

My job was as the Movement Programmer and Level Designer. Trying to figure out how to make a passable movement system in just a few weeks was quite a challenge for a freshman! On the Level Design side, I had an idea to maintain momentum between level transitions, which I used to make a little bonus shortcut in level 2, as demonstrated in my playthrough below!

 

Commentated Demo

 
 

Production Team

 

Programming Team:

Garry Chen
Owen Reeves
Will Pritz

Instructor:

Justin Chambers

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