A recent graduate who's looking to break into the game development industry. I've worked in Unreal Engine 4, 5, and Unity. I'm a programmer, but in my time in college I also got to experience being a Project Lead, and have honed my skills both in and out school. Here is my portfolio: _Website not available. Sign in: https://www.twine.net/signup_…A recent graduate who's looking to break into the game development industry. I've worked in Unreal Engine 4, 5, and Unity. I'm a programmer, but in my time in college I also got to experience being a Project Lead, and have honed my skills both in and out school. Here is my portfolio: _Website not available. Sign in: https://www.twine.net/signup_WWW…
A recent graduate who's looking to break into the game development industry. I've worked in Unreal Engine 4, 5, and Unity. I'm a programmer, but in my time in college I also got to experience being a Project Lead, and have honed my skills both in and out school. Here is my portfolio: _Website not available. Sign in: https://www.twine.net/signup_…A recent graduate who's looking to break into the game development industry. I've worked in Unreal Engine 4, 5, and Unity. I'm a programmer, but in my time in college I also got to experience being a Project Lead, and have honed my skills both in and out school. Here is my portfolio: _Website not available. Sign in: https://www.twine.net/signup_WWWW…
Available to hire
A recent graduate who’s looking to break into the game development industry. I’ve worked in Unreal Engine 4, 5, and Unity. I’m a programmer, but in my time in college I also got to experience being a Project Lead, and have honed my skills both in and out school.
Here is my portfolio: Website not available. Sign in: https://www.twine.net/signup
Skills
Experience Level
Unity
Expert
Unreal Engine 4
Expert
Language
English
Fluent
Education
Advanced Diploma in Game Programming at George Brown College
September 1, 2018 - April 19, 2023Qualifications
Industry Experience
Computers & Electronics, Gaming
Coop-Horror RPG
Demo Link: https://youtu.be/N6bns301lxI
This is a current work in progress. This project is made in Unreal Engine 5, and made to be a RPG that has horror elements. Currently the project has the player's functionality, AI and common NPC's to be used as vendors. Each type of character has an Inventory, and uses DataTables to start with certain Inventory Items. The player can pickup items in the world either by holding the button or pressing it depending on the item. Both the characters and the items have an interaction interface to determine what happens when they are interacted with.…Demo Link: https://youtu.be/N6bns301lxI
This is a current work in progress. This project is made in Unreal Engine 5, and made to be a RPG that has horror elements. Currently the project has the player's functionality, AI and common NPC's to be used as vendors. Each type of character has an Inventory, and uses DataTables to start with certain Inventory Items. The player can pickup items in the world either by holding the button or pressing it depending on the item. Both the characters and the items have an interaction interface to determine what happens when they are interacted with.WWWWWWWW…
Ghost Knight
This is a small group project made in Unreal Engine 5. It's meant to be played on console, so the controls are designed with that in mind. My specific role was the creation and implementation of the AI, including the common enemies and the final boss.
There are a few types of AI, including the boss. Here is what their functionality is:
Wandering Enemy: This enemy patrols from 1 point to another while they are not trying to fight the player. Once they see the player, they will try and make their way to them, and attack as much as possible.
Ranged Enemy: This enemy is stationary, and will not move or change looking directions. Once the player enters their vision, they will send out projectiles trying to hit the player. This enemy type is meant to be like a turret, where they cannot move or change the angle in which they are sending out projectiles, making them annoying but not too difficult.
The Boss: The boss has 3 types of attacks that he performs in order. I decided that making the boss attack in a certain order instead of just randomizing which attack they should do next would work better for this type of project, as this was made for a class and the ordered attacks give the player a visible chance to attack and when they should try and dodge.
Attack 1 is a projectile that is dropped on the players head, so the player has to keep moving in order to not get hit.
Attack 2 is a slam onto the ground that fires a projectile close to the ground, making the player have to jump onto the platforms in order to dodge it.
Attack 3 is a close quarter explosion that sends the player flying back if hit.
Link to Demo: https://youtu.be/N1qaPnQcQwA…This is a small group project made in Unreal Engine 5. It's meant to be played on console, so the controls are designed with that in mind. My specific role was the creation and implementation of the AI, including the common enemies and the final boss.
There are a few types of AI, including the boss. Here is what their functionality is:
Wandering Enemy: This enemy patrols from 1 point to another while they are not trying to fight the player. Once they see the player, they will try and make their way to them, and attack as much as possible.
Ranged Enemy: This enemy is stationary, and will not move or change looking directions. Once the player enters their vision, they will send out projectiles trying to hit the player. This enemy type is meant to be like a turret, where they cannot move or change the angle in which they are sending out projectiles, making them annoying but not too difficult.
The Boss: The boss has 3 types of attacks that he performs in order. I decided that making the boss attack in a certain order instead of just randomizing which attack they should do next would work better for this type of project, as this was made for a class and the ordered attacks give the player a visible chance to attack and when they should try and dodge.
Attack 1 is a projectile that is dropped on the players head, so the player has to keep moving in order to not get hit.
Attack 2 is a slam onto the ground that fires a projectile close to the ground, making the player have to jump onto the platforms in order to dodge it.
Attack 3 is a close quarter explosion that sends the player flying back if hit.
Link to Demo: https://youtu.be/N1qaPnQcQwAWWWWWWWW…
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