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