Storyend StudiosLead Programmer
Aug 2020 - July 2021
Burlington, VT, US
In May, we released a game on Steam called "The Exaggerated Epoch of Edward O'Hare" on Steam and itch.io.
Prior to Jan 2021, I served primarily as the AI programmer and gameplay programmer. After Our game went forward out of a pool of over a dozen, we took on 9 new members (including 3 new programmers) so I shifted away from direct programming duties to take on primarily a leadership role.
Later, I served as the Lead Programmer, build master and the primary lead of the combat/AI sub-team. When possible, I filled in holes in programming duties to lighten the load on other programmers who may be overloaded for a sprint. Otherwise, I worked to oversee progress, prioritize work and maintain the repo and documentation.
Ironbelly Studios Inc
Programming Intern
Jan 2020 - May 2020
Montreal, Quebec, Canada // Remote
As a programming intern, my primary focus was updating and fixing weapon asset packs for the Unreal and Unity stores. Despite the coronavirus forcing me to return to the States, I was able to finish out the back half of my internship remotely using TargetProcess, Perforce, and Discord to coordinate with my supervisor and other members of the team.
My most common tasks included:
- Built and tested packs in new versions of the engines to prepare them for distribution
- Fixed issues with missing or offtime animations
- Fixed issues with missing materials
- Fixed issues with controls such as weapon switching and firing
I was also asked to add functionality to packs and help with customer issues. Some functionality I added was different bullet hits based on materials, which I did in Unreal 4 using blueprints and their particle system. As for customer support, I was occasionally asked to help with customer support tickets by answering questions and/or trying to replicate their issues in either Unity or Unreal.