Bloompunk

USC Advanced Games Project

Unity Engine | 08/22 - 05/23 | Team Size: ~30

Lead Engineer

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

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.

The upgrade screen in action

Contact

vcollinslaine@gmail.com

Los Angeles (for now)