Game Jams

THINGS I DID IN MY SPARE TIME

WYLDE SOCIETY

Worked as the only other engineer in a multi-disciplinary team of 30+ to deliver an open-world 3D RPG game to multiple platforms.

Link: Steam Page
Company: Studio Drydock

Platforms: Apple Arcade, Nintendo Switch, Steam
Tools: Unity, FMOD
Team Size: 30+

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On the player side, rituals are performed through "ritual sites", which need to be discovered by following "leylines" created with Unity's spline package. I achieved a search-and-follow mechanic by creating a shader that calculated the player’s distance to a configurable radius cutoff from the nearest point along the spline.
Exploration felt natural this way.

For example, I separated the ritual system's data from its behavior using ScriptableObjects and SerializedReferences. This let designers create and tweak ritual effects through the inspector, which reduced bottlenecks and having to rely on engineering changes. 

I focused on making systems flexible for designers and intuitive for players to speed up iteration speeds and make gameplay mechanics feel natural in-game.

OTHER CONTRIBUTIONS

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Core Systems:
  • Game datetime
  • Save file management
Gameplay:
  • Magical leylines
  • character routines
  • ritual and crafting mechanics
  • tarot card architecture.


UI:
  • Player journal
  • Pinable items to the HUD
  • UI map and on-screen navigation
  • Storefronts.

WYLDE FLOWERS

Delivered 2 DLC expansions featuring new gameplay for the award-winning game Wylde Flowers.

Link: Steam Page
Company: Studio Drydock

Platforms: Apple Arcade, Nintendo Switch, Steam
Tools: Unity, Wwise
Team Size: ~20

OTHER CONTRIBUTIONS

Gameplay:
UI: