Unity skills

General

5,000+ hours working in Unity. For the most part, I am able to take my ideas, or the ideas of others, and make them a reality. I pride myself with solving novel problems and generating solutions for myself and my team.

Physics systems

Rigid bodies, colliders, triggers, layers, tags, linear interpolation, gravity, raycasting, ground detecting with jumping and landing, knockbacks, screen shakes, friction materials. Can build developer tools for others to more easily work with these systems.

Animation / animator

2D and 3D animation, transitions, rotoscoping, animation events, speeds, conditions, layers, simple and complex controllers, parameter-based animations.

World building

Extensive knowledge and experience working with Unity’s systems: 2D and 3D terrain building tools, several store tools, prefab system, backgrounds and foregrounds, particle systems, materials, shaders, pooling, loading and offloading unused items, post processing, special audio zones. Can create and edit images and sounds through other programs.

Project / scene management

Building projects, depots, Steam (SDK) and pipeline, input manager, saving and loading data to and from hard drive, loading and unloading scenes.

Game systems Built

character

  • Complex and robust ability and passive system, where abilities can be modified by several passives, changing them and increasing their strength, complexity and / or utility.

  • Large and progressive attribute system that has in-game consequences both in and out of combat.

  • Multiple characters each with 30+ animations and transitions to make character movement fluid and fun.

  • Double jump system, variable ground detection (e.g. terrain or platforms, footsteps on grass or dirt or wood), movement abilities, parameter-based animations, stealth, input types (press, toggle, hold),

  • Variable interactions with NPCs, chests, doors, signs, buffs, and other objects.

others

  • Canvases: Main menu, NPC and object interactions, HUD with radial ability cooldowns and charges, attribute and skill tree, UX-focused approach to buttons and visuals.

  • Day / Night cycle: change entire levels through controlling lightning, particle systems, post processing, enemy spawners, weather effects and more.

  • Created hundreds of particle systems: many different types of fire, pollen, lightning, sparks, glow effects, smoke, fog, dust, streamers, wind, snow, rain, etc.

combat and enemies

  • Complex and dynamic combat interactions with multiple calculations and quick exchange of data. Stuns, knockback, bosses, melee, ranged, buffs.

  • Enemy attributes with variable amounts of: health, armor, damage, move speed, resistances, enemy type, quest data, loot tables, attack priorities, aggro tables, stealth detection, stun resistance, knockback.

  • Enemy AI, melee and ranged options, pathfinding.

  • Animation template for enemies, including ability weights controlled through inspector. (e.g. an enemy might have 5 abilities, each with an adjustable probability to be used in a given situation, with transitions to a normal state).

  • Debuff system to deal damage over time, change enemy appearance, place particle systems, and temporarily or permanently alter enemy attributes like move speed, damage, or armor.

  • Prefab and spawner system to allow team to place enemies, make them elites, and adjust several attributes how they see fit, including linking quests and more.