PORTFOLIO

ADVENTUREQUEST 3D (AQ3D)

A true cross-platform massively multiplayer game that allows you to play your character, in the same world as your friends, from your PC, Mac, Android, and Apple iOS devices, developed by Artix Entertainment, LLC.

Senior Software Engineer | Content Developer

BATTLE CONCERT SERIES

ALICE IN CHAINS

• Created main event mechanics, including a 3-song battle sequence using proprietary visual scripting, similar to Korn Battle Concert, featuring multiple boss battles, ultimately concluding with players contesting the shackled, levitating 'god of rock' banshee, Alison Chainz.

• Created dynamic, seamless environment swapping in combination with visual scripting and Cinema Director to create the illusion of going around multiple worlds that coincided with Alice in Chains' track list, including Mt. Rainier.

• Created special, random chance sequence where Alison Chainz would be pulled into the speaker by Thrash to become the final boss encounter as a throwback to Korn concert with animator assistance.

• Handled lighting of all 3 stage areas that were used in the environment swapping.

BREAKING BENJAMIN

• Created brand new mechanics integrated with a special event UI where players could affect the state of which boss they would encounter by destroying 'titan essence,' ghostly minor versions of the titans Eclipsion & Pulsarion.

• Created cut scenes and VFX with artist help for signature titan hits after a 'titan essence' was killed.

• Expanded upon visual scripting with many new elements to allow for seamless animation effects upon existing systems, which also other content creators could use.

• Implemented large scale environment transitions and VFX for stylized environments to coincide with Breaking Benjamin's track list.

KORN

• Created main event mechanics for a 3-song battle sequence using visual scripting, featuring multiple boss fights into a final 'god of rock' boss Thrash, while members of Korn were playing on stage, all synchronized to real world timers, allowing all players to interact together.

• Created run-time stage transitions, including VFX and functionality additions, using Cinema Director and visual scripting for Unity 2018.

• Created spotlight shaders to work with Unity animator controls to give animators more freedom with the stage light show.

• Modeled and textured amp backdrop, stage, and spotlights, as well as hooked up render textures for player 'big screen' camera renders.

• Worked with animators and audio engineers to make a playable drum kit for players to interact with.

KORN ENCORE

• Created a duplicate main event with mechanics that included a 4th track for an encore version of Korn's Battle Concert featuring the track 'Cold'.

• Created an additional environment to allow for a 4th stage transition including a new skybox and destroyed world.

• Blended additional VFX seamlessly into prior Korn set up using the same Cinema Director and visual scripting methods.

SPECIAL EVENTS

MASQUERADE BALL

• Created gameplay and quest mechanics, including the mini boss loop and an interactable organ for players to summon a hidden boss, The Masked Macabre.

• Created NPC chat bubbles for more immersive environments where NPCs could react with different phrases based on events, such as combat enter, death, and idle.

• Created NPC dialogue UI box for cleaner presentation of dialogues, upgraded from plain yellow text, and fully-integrated with previous usages in prior dungeons.

• Created VFX and dynamic soundtrack swapping to allow for multi-paced monster slaying and questing.

THE MOISTVERSE (MOISTCR1TIKAL)

• Created the General G. Fuel boss encounter, working with designers, artists, animators, and audio engineers to create a custom experience, where players would face off against General G. Fuel, while flying across the Moistverse and being bombarded by varied rockets, air-strikes, and nukes.

• Created rocket, air-strike, nuke, and alarm systems, including all VFX, along with animator and audio engineer assistance, using visual scripting for a one-of-a-kind, unique boss experience.

• Created three separate modes, including Story, Normal, and Challenge variants, as well as a multiplayer 'Visualizer Rocket Ride,' where players could ride along with each other in a large, 75 player instance map.

• Created all main stage VFX to create illusion of flying on stationary rocket, with assistance from animators for world animation.

• Extended visual scripting to allow for parenting of players to environment objects, allowing for designers to build the parkour and speed run maps with moving platforms.

• Modeled main stage, helipad lights, and bomber airplane. Coordinated with artists for intended artistic direction.

CHALLENGES & DUNGEONS

THE RETURN OF NOXUS

• Created challenge dungeon and second phase environment, where players would have to save their teammates souls or be consumed by Noxus, Lich Returned.

• Created destructible environment in which players would need to rebuild the environment through interactables to survive Noxus' attacks.

• Created Noxus' VFX and environmental skills, including Death Bomb, Death Nova, and Eye of Noxus, with overhauled network synchronized, server-driven collision to allow for moveable and server-validated player and NPC collision.

• Modeled small, low poly environment frame to allow for Death Nova to be a unique skill, where players would need to hide behind pillars in order to survive.

SHRADE X

• Created the XenoScythe spaceship ​interior and mechanics, where players would be sporadically hunted and executed by Shrade X, an unkillable psycho stalker based on Jason X.

• Created pressurized doors that would open and close based on proximity of players, the first extension of the existing visual scripting methods.

• Created a unique hunting system using visual scripting to allow Shrade X to teleport around the map seamlessly to hunt and slay players while they attempted to deactivate the control room doors.

OPEN WORLD & STORY

HEARTWOOD FOREST

• Created environment interactables, including clickables, triggers, and special events, for quests and world building.

• Created mini dungeon challenge inside of the Heartwood Hidden Temple, where players could test their ability against powerful greater elementals.

• Created a special visual scripting component that allowed designers to create 'bait' to attract NPCs, allowing for hunting.

• Extended visual scripting to allow for NPC escorting and one way traversal, which enabled designers more control over creating unique experiences, including Reed's Escort to the Voice of the Forest and the dungeon 'Heartwood Hunt.'

SANDSEA DESERT

• Created requested functionality from content developers, including a new timed event scripting component and it's UI/UX client counterpart, allowing for designers to delay visual scripting events to a callback.

• Created Sharken & Void Sharken boss encounters, including extending the visual scripting to allow for players to take control of a custom, first-person perspective harpoon cannon to hunt the Sharken.

• Coordinated with lead animator to create the Sharken boss skills using visual scripting, allowing for unique attacks, like the Sharken's frontal chomp and side ship swipes.