Overview
- Led 6 engineers by conducting code reviews, writing documentation, and managing tasks
- Created a complex drag-and-drop upgrade screen
- Implemented other UI functionality for the main menu, pause menu, and victory/death screens
- Built custom object pooling system for bullet fx, saving 5ms processing time and 600k of memory allocation per frame
- Managed persistent data tracking for game progress and settings preferences
![](resources/BloompunkDocumentation.png)
Documentation I wrote for an external library
Leadership
As the Lead Engineer, I was responsible for a team of 5 other engineers.
I collaborated with leads from other disciplines to accurately represent engineering scope and needs.
I was also responsible for planning the engineering roadmap and delegating tasks.
To ensure a cohesive codebase, I conducted code reviews and wrote documentation and style guides.
I also assisted with Perforce set-up and handled build pipelines and deliverables.
The Upgrade Screen
I was in charge of creating the upgrade screen that the player selects rewards from.
As part of this, I implemented drag-and-drop functionality and hover tooltips.
To improve usability, I made valid ability locations glow while you are dragging an item, and filled ability frames light up.
I also wrote code to store prior states of the upgrade screen, allowing for undo and reset functionality.
Additionally, the player's stats are stored to allow showing real-time updates to changes.
![](resources/BloompunkUpgradeScreen.gif)
The upgrade screen in action