Here you can see about where I was at with the combat and AI updates when Livid decided to cancel Shattered Might.
One of my last team’s biggest takeaways from showing at GDC 2016 was that our title’s combat just wasn’t good enough. It didn’t feel quite right and the animations didn’t flow the way players wanted them to. So when [...]
Here you see our character sheet editor; Another case of bringing a ton of separate components and scripts together in a single convenient place to edit. It had a whole inheritance system, so a designer could bump [...]
To try to avoid the need for scene merging, we adopted an approach where levels were divided into rooms and then each room was comprised of 10 or so sub scenes which would be baked together at build time. This meant [...]
This is one of those systems I would have loved to be able to just purchase from the asset store but unfortunately nothing there suited our needs. So I built us a 2.5D platform based path finding and navigation [...]
While the vast majority of my recent work has been within Unity, I’m also a quite capable developer outside of the engine. I have a background in c++ including lots of computer vision and gesture research stuff on [...]