
Lone Star Saloon
Trailer
Related Contributions and Skills:
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Imported a portion of my Game Architecture Framework and onboarded several other programmers
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Used said framework to manage "super" game states (main menu, play, pause, over, etc), and "sub" play states (times of day and day cycles)
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Integrated an abstract listener pattern to easily create various essential cues and gameplay features that both fellow programmers and myself worked on
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My work: Dynamic lighting, clocks, dynamic cycle durations (using curves), stat tracking via PlayerPrefs
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Others' work: Enemy spawns and difficulty, wave tracker, shop stocking and pricing
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Modified behavior to support ease of use and flexibility between PC and VR scene building
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PC needed world Ui buttons, VR needed physical buttons, both shared some world Ui
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Developed and implemented scalable a perk system with varied effect types and modifiers, integrating with shop, weapon, and enemy developers
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Followed framework given by fellow perk designer
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Polished with visual and audio fx for clear feedback on availability and status of perks
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Implemented terrain and dynamic skybox to increase sense of vection and immersion

