Hey There!

I'm Joel!

I am a...

Gameplay Developer


I am looking for a new studio to call home!

Professional Summery:

Seeking a Gameplay Programming or Generalist position either remote or in the Boston MA area, where he can assist with the development of Gameplay, AI ,Tool Dev.

Has released two fully commercial products, while also releasing several of his own projects, and repos on GitHub.

Active Projects

Pickford Pines

Custom Ecosystem AI Behaviors

Unity3D Adventure Game

Personal Team Project


Actively developing a 3D adventure game in a beautiful rendered forest where you fish, take pictures of animals, fill out a journal, go on a scavenger hunt.Creating all the mechanics such as the AI, fishing, picture taking, UI.Also using assets to help with the feel/look of the game such as the Quibli Shader, Bakery, Rider Flow, and the Odin Inspector so that I may create tools for my designer.

Projects

Unity3D Game Mechanic Recreation

Personal Project


A study in battle mechanics; this project is a recreation of the turn based battle system featured in "The Legend of Dragoon". The battle system also boasts a unique timing based combo sequence, which adds an additional layer of complexity.This project has a custom battle system to be able to achieve the Combo based sequence of attacks. To this end, I implemented a custom Character Controller to be able to control player's actions. In addition, I created a custom Character Object system that developers and designers can use to easily edit the timings and damage multipliers of combos with animations.

Legend of Dragoon Combat Remake

Control: Telekinesis Mechanic Remake

Unity3D Game Mechanic Recreation

Personal Project


A recreation of the gameplay mechanic from the game Control. Created to explore how to easily manipulate UI in world space, Learning to use DoTween, while also learning how to properly optimize physics and object breaking.

Ended with a DoTween system, optimized physics with breakable creates/barrels. Animated UI in world space.

Unity3D Point-And-Click Game

Commercial Project


An escape room game with the goal of analyzing team's communication skills with each other throughout the overall experience. Teams will read clues, solve puzzles, and interact with objects within the game to find a way to escape each room before the timer runs out

While creating the mechanics for this game, a lot of time was spent profiling and optimizing the game to reach a state where the game was both visually pleasing and stable across our WebGL target platform.

Game Of Clones

Agency Secrets

Unity3D Point-And-Click Game

Commercial Project


An escape room game with the goal of analyzing team's communication skills with each other throughout the overall experience. Teams will read clues, solve puzzles, and interact with objects within the game to find a way to escape each room before the timer runs out

Created all the mechanics and optimized them for our target based platform WebGL. Created animations using the Unity Timeline feature.

Unity3D ARPG Game

Team Project


Mythgrove is a rogue-like dungeon crawler where the player can go dungeoneering with their friends. The player discovers a secret forest with a dungeon entrance and soon realizes that the legends of the yearly spirit dungeon festival is real. The player is the only human in this festival and has to attend the sport of dungeoneering to enhance their fame and experience. Through a series of diverse dungeon terrains, the player will have to rely on their skill in battle to enhance their weapons to prove their worth in the festival.


Largest Contribution to the project, was being Lead Programmer, coding the procedural weapon mesh generation system, all the UI, Inventory system, and multiplayer networking and networking all the systems using the Mirror Framework.

The Game was released for free on Itch.Io

Mythgrove

Prototypes

Survivor-Like with Crafting

Unity3D Game Mechanic Recreation

Personal Project


Created to develop a Vampire Survivors-esque system with the twist of everything needed to be crafting. I wanted everything to be manipulated such as-Bullet Movement
-On hit effects
-Effects that happenend every some odd seconds
-Etc
In the end, I developed a module system that allowed Designer's/Developers to create any effect they wanted and easily implement it in game.

Game Jams

Jam - WWI November 2022

Mini Jam Theme: 5 Second Gameplay


2 Hour Game Jam. Made a Warioware style mini game with randomized levels. Wanted to make a game where the only action was fire a bullet and hit the apple. The catch was each rectangle that a bullet collided with changed the properties of the bullet.With only two hours, I went with simple sprites and let the gameplay take over. I wanted to add more effects, but ran out of time as I was too focused on level generations to make each level beatable.

5 Second Game Loop

Unstable Rockets

Jam - WWI October 2022

Mini Jam Theme: Unstable.


2 Hour Game Jam. Since the theme was unstable, I created a system where you could not control a rocket launcher. Each rocket that was generated, picked a mutation that it acquired. It could Pick 1-4 mutations. While the whole system could take any kind of mutation. Within the time frame, I was able to create 8 different movement mutations.I had to create a serialized system so I could store non-monobehaviour scripts in an array so that when a rocket was created, it would create a copy of one of those serialized mutations and attatch it to itself.

Game Of Clones

Role: Unity Gameplay Programmer/Optimizer

Description

An escape room game with the goal of analyzing team's communication skills with each other throughout the overall experience. Teams will read clues, solve puzzles, and interact with objects within the game to find a way to escape each room before the timer runs out

My Contributions

- Handled programming mechanics of the game and worked with a team of designers and programmers.
- Created the mechanics for the rooms, which were networked using the Photon Engine in Unity.
- Worked with the designers to create cut scenes using the Unity Timeline feature.
- Created tools that the players would use throughout their experience with this game
- Optimized For WebGL to achieve a large rendered world at 60 Frames a second.

Challenges

- Led the upgrade of the of the Unity version in the overall project.-Worked around Webgl and it's limitations-Generated random elements and networked over the Photon Engine

Agency Secrets

Role: Unity Gameplay Programmer

Description

An escape room game that, with the goal of analyzing team's communication skills with each other throughout the overall experience. Teams will read clues, solve puzzles, interact with objects within the game to find a way to escape each room before the timer runs out

My Contributions

- Handled programming mechanics of the game and worked with a team of designers and programmers.
- Created the mechanics for the rooms, which were networked using the Photon Engine in Unity.
-Created a Lobby system that allowed players to join and ready up before the game started
- Worked with the designers to create cut scenes using the Unity Timeline feature.
- Created tools that the players would use throughout their experience with this game

Challenges

- Designing the backend mechanics that would be used in the current game and future games-Worked around Webgl and it's limitations-Generated random elements and networked over the Photon Engine

Description:
A study in battle mechanics; this project is a recreation of the turn based battle system featured in "The Legend of Dragoon". The battle system also boasts a unique timing based combo sequence, which adds an additional layer of complexity.

Legend Of Dragon Combat Remake

Combat Research

The Goal

The goal of this project was to research how the combat functioned in the famous Playstation 1 game, The Legend of Dragoon, and learn how to recreate it's timing based combat system 1:1.

The project not only ended with my intial goal completed. I was also able to create a modular plug n play system so that anyone could take my code and put it in their game. I was able to utilize the Odin Inspector to it's full potential by using it to create my own serialized Character Controller scriptable object. While also creating my own animation system that handles the combat animations.

Challenges:

The first challenge that I ran into while creating this project, was researching how everything synced with each other, from the beginning running state all the way to the end. I initially spent a few days researching and watching YouTube videos frame by frame to figure out the timing. Which then became the second challenge.Timing plays a huge role in this type of combat, from the timing of the player running to the enemy to the timing of the button hit. Everything had to be programmed to be able to use these really tight timings.

The final challenge that I had set out to solve, was creating a modular system that was close to plug n play as I could get it. While I did achieve this, it requires some dependencies that some users my not have.

Post Mortem

I set out to create this combat, as it is near and dear to my heart. One of the reasons why I wanted to do what I do. And I am glad to say that I achieved what I wanted. There is definitely room for improvement, such as optimization, refactoring to make the code cleaner. I am proud of the system I created and the amount of time I spent going frame by frame to make sure timings were correct was a pain, but worth it in the end!

Control: Telekinesis

Mechanic Recreation

The Goal

The goal of this project was fairly simple, take the famous mechanic, Telekinesis, from the hit game Control, and re-create it from scratch. This includes, but not limited to: UI, Animations, the actual throwing mechanic, chain reactions.I ended the project achieving what I set out. Recreate the mechanic with everything I wanted.

Challenges:

Having the object "Pull" itself to the Hand and look like its floatingI worked around this by first doing Vector3.Lerp. However I wasn't getting the result I wanted, so I used DOTween instead, which gave me the result I wantedAdding force and having the object going towards the direction of the cursor point in the middle of the screenThis was for some odd reason the "hardest" thing for me to do. And went through several iterations to get something that felt good, and went in the direction I wanted to do. I ended up just shooting a Raycast from the middle of the screen. and then AddForce to the relevant point that was hit minus the position of the object in hand.

Post Mortem

It was a busy week for me, so what I got done, is pretty awesome. I am glad I improved my skills, but the huge takeaway with this, was I should not use Unity's Third-person Controller. While it was great and saved me A LOT of time. I was locked into a lot of things. I;e The new input system, I had to use very specific animations, I had to change some things about the character controller. So starting next week, I will probably build my own universal character controller. That way I can do what I want and not have to mess around with pre-made things. Also I learned I'm not great at art!