About my Work:
As lead programmer, I was responsible for implementing core game mechanics, systems, and AI, as well as overseeing other supporting programmers code. Some of the key features of the game I built and worked on include:
- Shooting & Racking Mechanics
- Chamber, magazine, and bullet types mechanics
- Enemy AI for all enemy types
- Enemy spawning and alerting systems
- Settings menu
- Saving/Checkpoints system
and much more!
Playtest Planet 2025 Hosted by Night City
gamebIITes 2026 Hosted by Illinois Tech IGDA - Won "Technical Achievement" Award
Manifest Arts Festival 2026 Hosted by Columbia College Chicago
Work Highlights
Enemy AI: the enemy AI is built off of the state design pattern, making enemy behavior flexible, simple to expand, and separated from the rest of the enemy systems, leading to cleaner, more understandable code.
UI Programming: implemented UI art and functionality, building my own system to display the magazine and chamber to the player.
Chamber, magazine, and racking mechanics: created the system that mimics a real-life shotgun, from the first-in-last-out magazine loading, to manually racking and shooting the gun. This is built with the help of appropriate data structures and custom systems to ensure that clean and satisfying feel.
Bullet Types: the bullet types system is built off of polymorphism concepts, and works by recognizing specific bullet types and determining shooting behavior based off of type.