Responsibilities

  • Pushed technical boundaries creating satisfying physics based interactables for level design set pieces.

  • Utilized C# scripting to craft AI behaviors for enemy types that align with the game’s vision.

  • Applied proprietary physics system over character animations after extensive research and development.

  • Collaborated with design and art on responsive player controls and visual effects within project’s schedule.

Company: Stress Level Zero

Role: Technical Designer

Team Size: 11

Genre: FPS

Platforms: Steam, SteamVR

Engine: Unity Engine

Jan 2017 - Apr 2019

Steam VR Download

AI Enemies

 
  • Studied and chose to use the Finite State Machine method to prototype the base enemy AIs

  • Layering path finding logic and animation states to move Zombie Enemy Types.

  • Making sure that ragdoll physics take over and at the correct times without messing up the character orientation when walking. (4:36-5:18)

 
  • My prototype of those Zombie Enemies would serve as the base class for all the Nullbodies to Headset Crab enemies throughout the game.
    (0:48-3:10) , (3:40-4:08) , (4:34-6:34)

  • All using the same locomotion system and Finite State Machine.

 

Gameplay Features

 
  • Designed and coded the Battery Interaction, the Lever, and Garage Door.

  • Each object uses physics joints to move or turn. Allowing for objects to obstruct things, such as the door being kept from closing.

  • Each door presented a challenge, but none as much of as the garage door. As I had to make sure the visuals and physics were aligned whenever the door opened or closed at variable speeds.

  • Also created an event system call for the internal voltage logic for powering and moving the door and other items.

    (4:41-4:52)

  • Worked on other physics based features such as the buttons. (14:00-14:07)

  • The Rope Lift, I made to carry players who grabbed onto it along a path.

  • The path could change directions, speed, and could be spawned by designers as long as they move the start and end points of the lift in editor.
    (14:35-14:43)