Kaleb Schmenk
Tech Designer
Tech Designer
Forklift Fury - Software Engineer
Forklift Fury
On Forklift Fury I was a Software Engineer focusing on gameplay. I jumped into an existing code base and helped refactor old code, encapsulate the player and connected systems, create new gameplay features, and create debug systems for devs and playtesters to quickly test with.
Husk Planet
On Husk Planet I was a Tech Designer. My main focus was on gameplay and systems. I designed and implemented language-based puzzles based on given design restraints. I also designed and implemented an event system that can be connected in editor for devs to quickly sequence events.
Husk Planet - Tech Designer
Limbitless Solutions - Gameplay Programmer Intern
Limbitless Solutions
I worked with a small group creating training games for kids with bionic arms. These games were purpose-made to teach the kids how to use their new prosthetic. I mainly worked on general gameplay programming as well as programming enemy AI systems.
Relict
On Relict I was a Gameplay Programmer and the Accessibility Lead. I Programmed an ability system that integrated with the player to allow for dynamic ability casts. I also created dozens of unique character abilities that the player could use with the aforementioned ability system. I also created a debug menu to speed up development and playtesting time. On top of my programming duties I also ensured our game met Accessibility requirements that I laid out during development.
Relict - Gameplay Programmer / Accessibility Lead