Technical Design

Constellation Creator Exergame
A low intensity exergame made with Unity and Leap Motion focused on pinching and lateral hand movements. Created after noticing the company catalog of games focused on high energy action and arcade style games.​​ Users can complete levels at their own pace and create a cosmos while engaging with a higher concentration of therapeutic motions.
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Features two styles of gameplay. Level-based ramping difficulty levels allow patients and therapists to develop a routine around expected challenges and track progress and improvement over time. While additional procedural level allows users to continue their routine with unknown level layouts.
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Additional accessibility controls empower users to change aspects like control preference, star size and level assistance.

Pescabearian Enemy Design
Beginner friendly 'hack and splash' action game. Enemies are designed to give players ample reaction time to avoid attacks, and players are encouraged to defeat enemies quickly before too many surround the player.
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Small horde enemies communicate with an enemy coordinator that ensures nearby enemies don't overwhelm the player with attacks
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Attacks are separated into 3 stages: startup, execution and cleanup, each with their own event calls and parameters.
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State Machine chosen as the AI architecture. Attacks support optional VFX, SFX, event calls, and indicator materials to improve feedback and juice

Fire Emblem 3D Remake
Complete remake of Marth Embarks from the first Fire Emblem made in Unity. I designed solutions for Fire Emblem's Inventory, Unit Selection, Grid Details and Battle System, along with recreating the behavior of the original Enemy AI using A* for pathfinding.
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Implemented a tile map style grid painting system in the editor to bake terrain data into a map manager that allows easy terrain updates.
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Included features from more modern Fire Emblem games like dynamic movement and attack range previews.
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Battle results are calculated immediately and accompanying battle cutscenes are controlled using a director that makes calls to the UI panels, text, and actors.

Gravity Manipulation FPS
Movement shooter game with a focus on the ability to change gravity, enabling players to move on walls and ceilings. All player and enemy related animation, weapon, and physics systems can reference the players current gravity direction to influence how they behave.​
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Created a cutscene manager that uses Unity's Timeline and YarnSpinner to call events and voice over for dialogue.
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New player weapons and projectiles can be generated using a Scriptable Object instance that can control shot spread, shot type, projectiles and HUD elements.

Cawtographer Map Drawing System
Created a map drawing system that uses an outline shader made with the Universal Render Pipeline and camera renderer features to give a sketched outline of placed level geometry. Enabled level designers to experiment with level designs without having to generate additional art assets for map drawing sections of gameplay.