I was responsible for ~75% of the code in Willow, and led a team of programmers responsible for the other 25%.
While I implemented most of the game's base systems, the ones most worth mentioning here are:
A highly customizable bullet hell projectile controller, with options for full speed control, cluster bullets, multi-burst attacks, speed and aim randomization, and oscillating movement.
Custom Unity tools to ease designer workloads when creating new enemies, weapons, etc.
A custom implementation of a smooth aim assist system, based on a YouTube video proposing the system and requiring monotone cubic spline interpolation, which I implemented based on a paper from 1980 on the subject.
Custom UI element for button prompts that detects the current control scheme and changes the button animation it displays to match.
I wrote 100% of the code on BTGGM, but highlights include:
Custom movement controller that reorients to gravity in any direction in 360 degrees and can reorient other rigidbodies.
Implemented 7 customizable puzzle mechanics and tools to be used by a team of level designers, taking advantage of UnityEvents to allow designers to make easy connections between different triggers and actions.
Custom audio subtitle system to accompany character dialog and synchronize to individual timestamps.
Code interactions with several custom shaders for puzzle mechanics.
I made this demake of Downwell as a final project for a class focused on developing simple GBA games. This was a completely solo project, so I was responsible for 100% of the code, but here are a few achievements I was particularly proud of:
Custom GameObject system, including memory allocation and deallocation, object lifecycle, and separate logic and rendering functions.
Character controller nearly indistinguishable from the original Downwell
Multiple custom memory allocators for specialized features like sprite and audio memory.
Procedural level generation based on predefined segments.
Dynamic loading and unloading for tilemaps of arbitrary size.
In this "A Short Hike" inspired game, along with providing custom toon shaders for the terrain, ice blocks, and trajectory indicator, I also implemented the following features:
Trajectory calculator and visualizer, which calculates the ideal angle to throw a projectile at a target, and adjusts a line renderer to accurately display the expected trajectory.
Camera control system to interface with Unity's Cinemachine package and allow for different parts of the scene to transition to specified camera angles.
I was the main programmer and technical artist on this project, responsible for 100% of the code. Key features I implemented include:
Handheld tablet device using diegetic, world space UI, which the player can use to find new audio logs and listen to them once found.
Keypad devices placed in the world that smoothly transition to screen UI for the player to interact with.
Multiple custom shaders including a waving flag, the beam of a handheld scanner, and a laser barrier reacting to the player's presence.