8437359108
Projects

Loralai
Lead AI programmer and Technical Designer
During this project, the team I was a part of made an action platformer with some light puzzling elements modeled after Ori and the Blind Forest. The biggest way we made sure that we had something that was not just an Ori clone was we added in a body-swapping mechanic. We wanted to make a game that built upon an idea of companionship, we worked through many iterations of an idea of leading an NPC or buddy around each level to deliver them to a point but we felt that this wasn't giving a feeling of you leading a companion but just toting a weight. It was a major drawback to the platforming elements, which were by far the strongest elements we had at the time, and only really burdened the player with this unwieldy item that wasn't engaging or providing the feeling we wanted. We sat down and talked about what to do with the NPC for about 4 hours during which, I suggested that instead of leading the NPC, what if we added a mechanic where you could swap between controlling the buddy and the player's main body. We decided to try this and we all finally felt like our game had decent gameplay and the semblence of the feeling we were trying to get across to the player. I primarily worked on enemy AI programming for the development cycle of Loralai. To most optimize this endeavor and allow for it to continue to be iterated on and implemented on easily, I developed a basic state machine, basic object factory, and a custom inspector for the tool to implement the enemies into each level. See the link below for a breakdown of the enemy spawner and how it built enemies in each level. Other responsibilities I found during this game's development cycle were many and varied. I created the weapon system that the player and enemies used. I also created a custom shader for better targeting feedback on the player weapon. I also developed the health system for the player and enemies.