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Lone Star Saloon

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Related Contributions and Skills: 

  • Imported a portion of my Game Architecture Framework and onboarded several other programmers​

    • Used said framework to manage "super" game states (main menu, play, pause, over, etc), and "sub" play states (times of day and day cycles)

    • Integrated an abstract listener pattern to easily create various essential cues and gameplay features that both fellow programmers and myself worked on

      • My work: Dynamic lighting, clocks, dynamic cycle durations (using curves), stat tracking via PlayerPrefs

      • Others' work: Enemy spawns and difficulty, wave tracker, shop stocking and pricing

    • Modified behavior to support ease of use and flexibility between PC and VR scene building

      • PC needed world Ui buttons, VR needed physical buttons, both shared some world Ui

  • Developed and implemented scalable a perk system with varied effect types and modifiers, integrating with shop, weapon, and enemy developers

    • Followed framework given by fellow perk designer

    • Polished with visual and audio fx for clear feedback on availability and status of perks​

  • Implemented terrain and dynamic skybox to increase sense of vection and immersion

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* I keep most repositories private, if you'd like to see code from project(s) above, send a quick dm / email! *

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