Prototype Games

2017 - current

At Pocket Gems, for the past several years, I've worked on R&D prototype games — small, independent, exploratory projects killed in various stages of development. Some highlights from the projects I've worked on include:

Real-time multiplayer prototype

2017 - 2018

A game about adventuring with a party. In the absence of satisfactory middleware for real-time multiplayer in Unity, my team rolled our own multiplayer stack. As one of two networking-focused engineers, I built our game-state replication based on the well-known Quake 3 "delta compression" method. (Naturally, I worked closely with the other engineer who built our RPC and ECS systems.)

[ coop.gif, 26.97 MB ]
[ diagram.png, 126.11 KB ]

Flying prototype

2019

A game about navigating and attacking floating islands with flying monsters. I worked on the core flight systems, researching 1. automatic steering based on the well-known Reynolds steering behaviors, and 2. manual steering based on adapting real-world airplane physics.

[ intro.gif, 27.87 MB ]
[ roll.gif, 14.95 MB ]

Crowd prototype

February 2020 - December 2021

A game about plowing through crowds with giant monsters. I integrated the well-known Reciprocal Collision Avoidance library to control the behavior of the multitudinous troop units. I was also the tech lead on this project, becoming responsible for planning and executing a mid-project port from Unreal to Unity.

[ battle.gif, 9.12 MB ]

Collector prototype

March 2022 - July 2022

A game about collecting monsters (and merging items, following the company's efforts on Adventure Chef).) I was the sole engineer on this project, building architecture and tools to keep game designers productive.

[ merge.gif, 6.15 MB ]