Gameplay Systems Engineering

  • Designed and implemented advanced AI behavior for non-playable characters (NPCs) in a dynamic open-world environment.

  • Integrated advanced pathfinding algorithms to ensure fluid NPC navigation through diverse terrain.

  • Created modular event-driven system for NPC interactions with dynamic environmental conditions.

Combat and Weapon Systems

  • Engineered comprehensive firearms behavior and mechanics, including recoil, reloads, and ammo tracking.

  • Developed dynamic weapon upgrade system, enabling real-time adjustments to stats like damage, accuracy, and fire rate.

  • Integrated multi-layered hit detection and physics-based impact systems to enhance realism in combat encounters.

Environmental Interaction and Destruction

  • Led efforts on creating destructible environments using Unreal Engine’s Chaos Physics.

  • Engineered terrain deformation and real-time destruction effects based on player interactions and explosives.

  • Optimized asset streaming and destruction pipeline for seamless player experience across large game worlds.

Misc..

  • Collaborated closely with design teams to fine-tune gameplay balance across multiple levels.

  • Authored technical documentation and provided training sessions for onboarding new engineers.

  • Assisted in bug triage and resolution, including optimization of game performance for various hardware platforms.

XR Developer Full Sail AR/VR LABS 2024

PROFESSIONAL PROJECTS

PROJECT TERRY

(Full Sail AR/VR Labs 2024b)

A sample of the game titles that I've worked on over the years

Tools Used

  • Unreal Engine (Blueprints): For implementing AI, NPC behaviors, pathfinding, and weapon mechanics.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Asset creation (Blender 3D): 3D models, textures, and animations for NPCs, weapons, and destructible environments.

  • Animation Blueprints (Unreal Engine): For managing dynamic weapon animations, recoil, and reload behaviors.

  • Version Control and Profiling Tools (GitHub/ Gitlab): For code management and game performance optimization.

As an XR Developer at Full Sail AR/VR Labs (2024), I used immersive technology principles to create a realistic VR experience for Project Terry, featuring a virtual traffic stop interrogation system (Full Sail AR/VR Labs, 2024b). Research on immersive learning and interactive systems informed realistic features like AR-15 weapon mechanisms and animations (Lee & Lee, 2019; Moss & Hixon, 2020). Applying Norman's (2018) user-centered design, I ensured the UI was both engaging and easy to use, enhancing the overall experience for Project Terry (Full Sail AR/VR Labs, 2024b).

Player User Interface (UI) Engineering

  • Engineered a comprehensive player UI system for a simulation visualization application, enhancing user interaction and functionality.

  • Designed and implemented intuitive player menu UI elements using Adobe Photoshop, ensuring a visually appealing and user-friendly experience.

  • Developed responsive, adaptive UI components tailored to different screen sizes and device resolutions.

Collider and Physics Systems

  • Programmed intricate collider behavior for cage interactions, improving object responsiveness and realism in the game environment.

  • Fine-tuned collision detection algorithms to ensure precise object interactions and enhance gameplay fluidity.

Game Development & Programming

  • Developed the game using Unity Engine and C#, leveraging advanced features to optimize gameplay mechanics and performance.

  • Implemented core gameplay loops and systems, ensuring smooth player experience and system stability.

  • Integrated custom shaders and material effects to enhance the visual appeal of in-game objects.

Rapid Prototyping & Development Tools

  • Created versatile, reusable game mechanics templates to streamline rapid prototyping, accelerating development cycles and enhancing team efficiency.

  • Designed toolkits for faster iteration on gameplay systems, ensuring efficient development workflows.

AR Game Programmer / UI Designer Full Sail AR/VR LABS 2024

PROJECT PUPPY

(Full Sail AR/VR Labs 2024a)

Tools Used

  • Unity Engine (C#): For implementing AI, NPC behaviors.

  • 3D Assets (Blender 3D): For creating props such as Dog, Cage, Stick.

  • Chaos Physics (Unity Engine C#): For creating destructible environments, terrain deformation, and impact systems.

  • Animation Blueprints (Unity Engine C#): For managing complex cage behaviors and rope of the stick.

  • Version Control and Profiling Tools (GitHub/ Gitlab): For code management and game performance optimization.

As AR Programmer for Project Puppy (Full Sail AR/VR Labs, 2024a), I designed a player UI system using user-centered design and immersive technology principles (Garrett, 2018; Moss & Hixon, 2020). I improved item interactions and integrated realistic collider behavior for better gameplay immersion (Moss & Hixon, 2020). Using modern development approaches (Schmalstieg & Hollerer, 2021), I integrated advanced features into Unity and designed intuitive UI elements in Adobe Photoshop. Insights from Waller and Shaw (2022) also helped enhance the educational value and engagement of the AR elements (Full Sail AR/VR Labs, 2024a).

User Interface Design & Development

  • Ensured scalability and usability across various screen sizes and devices, optimizing user experience on multiple platforms.

  • Designed and implemented a cohesive Main Menu UI, aligning aesthetics with the overall game style for seamless visual integration.

  • Developed smooth, animated countdown number transitions to enhance the visual fluidity of the user experience.

  • Created and integrated Pause Menu UI interaction, offering intuitive control for players during gameplay.

Animation & Visual Effects

  • Enhanced player engagement by incorporating animations, transitions, and dynamic layouts within the UI.

  • Integrated smooth transitions and feedback animations to ensure a responsive and polished interface.

Technical UI Artist/Game UI Designer

LUNAR DERBY 3000

(Ortiz et al., 2024b).

Tools Used

  • Unreal Engine 5.2 (Blueprints): For implementing AI, Car movement mechanics.

  • 3D Assets (Blender 3D): For creating props such as barricades and car.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Animation Graphics (Adobe Photoshop): For designing UI Elements and display.

  • Version Control and Profiling Tools (GitHub): For code management and game performance optimization.

As Systems Designer for Lunar Derby 3000 (Ortiz et al., 2024b), I applied usability principles to create an accessible, cross-device game environment. Drawing on research in user interfaces and immersive technologies, I designed a customizable UI that enhances interaction (Ortiz et al., 2024b; Waller & Shaw, 2022). Dynamic countdowns and interactive elements (Albert & Tullis, 2018; Garrett, 2018) were included to improve accessibility. Following best practices (Garrett, 2018; Norman, 2018), the design optimized the player experience. Adaptive AR structures, inspired by Zhou et al. (2019), further informed the interface’s versatility (Ortiz et al., 2024b).

Menu System Design & Implementation

  • Designed an intuitive main menu layout and implemented prototype menus (Main, Pause, Settings, etc.), ensuring seamless user navigation.

  • Developed and integrated adjustable settings in the Options Menu, including Graphics Quality, V-Sync, Resolution, and Volume Sliders, enhancing player control over game settings.

Visuals & Animations

  • Added dynamic, animated loading screens with randomized logic to enhance visual appeal and reduce perceived wait time.

  • Integrated splash screens with synchronized audio, improving the presentation and user experience during game load sequences.

  • Fixed major and minor UI image issues, refining and adjusting designs across all menus for consistency and functionality.

Interactive Systems & Controls

  • Implemented Mini Map functionality with a new UI, providing players with an interactive map for better navigation.

  • Developed scrolling controls menu functionality to allow seamless user customization of interface options.

UI/UX Engineer (Games)/Gameplay Integration

GOBLIN'S SCARE: A KNIGHTS TALE

(Ortiz et al., 2024a).

Tools Used

  • Unreal Engine 5.2 (Blueprints): For implementing Player movements, UI Systems and settings.

  • 3D Assets (Blender 3D): For creating props such as Characters, and Environment props.

  • Animation Graphics (Adobe Photoshop): For designing UI Elements and display.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Version Control and Profiling Tools (GitHub): For code management and game performance optimization.

For Knight’s Scare: A Goblin’s Tale (Ortiz et al., 2024a), I applied UI design best practices to create an intuitive interface with mini-map functionality, dynamic loading screens, and interactive menus (Garrett, 2018; Schmalstieg & Hollerer, 2021). Drawing on immersive design and user engagement research, I ensured smooth navigation and enhanced the experience through audio-visual feedback. User-centered design principles improved accessibility and interactivity (Garrett, 2018). Insights from immersive environment research (Waller & Shaw, 2022) also informed virtual world mechanics, keeping users engaged throughout the game (Ortiz et al., 2024a).