Responsibilities

  • Developed training games for children with bionic arms

  • Designed and implemented a generic projectile collision system with configurable parameters for designers to easily modify

  • Programmed enemy AI’s using an FSM to create engaging challenges

Details

  • Team Size: 9

  • Role: Gameplay Programmer Intern

  • Engine: Unity

Enemy AI

My work in Quantum’s Pursuit included completely reworking the Enemies AI’s by creating State Machines for them, adding “vision” for the Enemies using ray casts so that they will only move to the player if they can see them and also so that they will not move off ledges and through walls, and adding a new smooth & fluid movement system to the Enemies.

Generic Activator

I also created a Generic Activator that utilizes Unity’s event system. This activator invokes the functions provided to it when a projectile of the type selected in an easy to use drop down menu collides with its collider. For example, a door opening function could be attached to the event and electricity could be selected as the projectile type to listen for. When a electric type projectile collides, the door open function will be called! This decoupling has allowed for a much smoother workflow as programmers no longer need to create an activation script for every interaction with projectiles and designers can use simple drag and drop to create interesting gameplay moments!

From A Supervisor

Reflection

Working on Quantum’s Pursuit at Limbitless Solutions was a fantastic experience. It got me out my comfort zone as being one of the first places I have ever done real “work” for! I appreciate my supervisors Peter Smith and Matt Dombrowski for giving us a space to learn and grow as undergrads. I learned a lot about working in a professional environment and with expectations. I loved how I got to help in creating the games that will help kids use their bionic arms. It was a great cause to help with.