Hey There!

I'm Joel!

I am a...

Gameplay Programmer


I am looking for a new studio to call home!

Professional Summary:

I am seeking a position as a Gameplay Programmer or Generalist, either remote or in the Boston MA area. I have experience in developing Gameplay, AI, and Tool Dev and am proficient in Unity and Unreal.I have worked on two fully released commercial products and have also released several of my own projects and repositories on GitHub.

Commercial Projects

Corruption of the Cosmic Garden


Unity3D XR/AR Mobile Experience

Commercial Project
- Lead Programmer


A blend of immersive theater, challenge arcades, and escape rooms where players have 3 hours to experience a magical world and discover new parts of the adventure at their own pace.



As the lead programmer on this project, I spearheaded the development of a robust interactive system bridging tablet-based applications with physical hardware. My responsibilities encompassed architecting and implementing crucial functionalities,
including:

- A NFC Tag translation layer: Developed a sophisticated layer that interpreted and translated data from NFC tags into actionable commands within the application. This included handling various NFC tag formats, error handling, and robust data validation.

- A Quest System: Designed a dynamic quest system that guided users through the experience, providing clear objectives and rewarding progress. This kept users motivated and immersed in the project.

- AR Intergration:Intergrated AR capabilities, leveraging AR Core to overlay digital content onto the real-world environment. This included developing object recognition, 3D rendering, and real-time tracking functionalities.

- MQTT Intergration:Established a reliable MQTT communication channel, facilitating real-time data exchange between the tablet application and external systems. This involved implementing secure connection protocols, message queuing, and efficient data serialization/deserialization. I utilized MQTT to establish puzzle status's, determine when puzzles were completed, and trigger actions based on certain keywords.


This demonstration highlights my expertise in leveraging MQTT for real-time, interactive experiences. On the right, you see a full-screen game running on a dedicated computer, while I control aspects of its gameplay using a tablet application. Specifically, I've implemented a system that captures the tablet's gyroscope and accelerometer data, translating physical movements into in-game actions. This data is then transmitted via MQTT to the game, effectively simulating flight controls. By precisely mapping the tablet's orientation and acceleration to the game's flight mechanics, I've created an immersive experience where users can intuitively pilot the in-game vehicle simply by moving the tablet. This showcases the power of MQTT for low-latency data transmission and its ability to bridge physical interactions with complex digital environments.

Unity3D Point-And-Click Game

Commercial Project


This project is a WebGL-based escape room game meticulously designed to evaluate team communication and problem-solving skills. Players are immersed in a series of interconnected rooms, where they must collaborate to decipher clues, solve intricate puzzles, and manipulate interactive objects within a time constraint.The core design focused on creating a challenging yet engaging experience that highlights the dynamics of team interaction under pressure. Extensive profiling and optimization were conducted to ensure a visually compelling and performant experience across the WebGL platform.

Unity3D Point-And-Click Game

Commercial Project


This WebGL escape room game was developed as a tool for analyzing team communication dynamics. Players navigate a series of puzzle-driven rooms, requiring collaborative problem-solving and effective communication to escape within the time limit. The game mechanics were meticulously crafted and optimized for the WebGL platform to ensure a stable and engaging experience.

Projects

Unity Project


With your new shady business partner, you can transform enemies into precious gold at his shop. Use your loot to power up your throwable concoction and uncover the ancient secrets buried beneath the sands.

I was assigned the development of powerful player abilities and a procedural world generation system. The world generation employed the Wave Function Collapse Algorithm, and the abilities were built using a custom Scriptable Object framework. The project resulted in:
Five Unique Player Effects: Designed and implemented five player effects, each contributing to diverse gameplay scenarios.Six Strategic Potion Effects: Created six potion effects, providing players with tactical advantages and challenges.Configurable World Generation: Developed a fully customizable world generation system using the Wave Function Collapse Algorithm, allowing for fine-tuned control over environment creation."

Unity3D Prototype Boomer Shooter


This project explored the theme of 'Summoning' through a unique, gesture-based mechanic, aiming to create a visceral and immersive experience. The core concept focused on empowering the player by allowing them to directly draw glyphs on the screen to summon powerful weaponry. This approach sought to bridge the gap between player action and in-game consequence, making the act of summoning feel tangible and impactful.


The prototype contains:
- Four Distinct Weapon Types
- Two Utility Spells (Open, X-Ray Vision)
- Enemy AI and Encounter Design

Unreal Engine 5 FPS

Pirate Software Jam


In a world overtaken by darkness, you, your flashlight, and your lighthouse are the last beacon of hope.Collect supply drops and use light disintegrate shadow beasts that strive to consume this world. And whatever you do, do not let the battery die.

I was in charge of the LightHouse mechanic and the Enemies

Unity3D Fishing Mystery Game

Team Project - Cozy Autumn Jam


As Lead Programmer on this Detective Noir Game, I was responsible for the design and implementation of core gameplay mechanics. My contributions included:"-A Custom-Built Framework for Dialogue: "I designed and implemented a flexible and robust dialogue framework, allowing for complex branching conversations, dynamic character interactions, and the integration of narrative elements directly into the dialogue system. This framework was essential for conveying the game's noir atmosphere and driving the narrative through character interactions."-Fishing Minigame: "Developed a thematic fishing minigame that not only provided a moment of respite from the main investigation but also served as a source of in-game resources and potential clues. This minigame was designed with custom mechanics and visuals to fit the game's noir aesthetic, adding a unique and engaging gameplay element."-NPC Interaction with Their Own Set Schedules: "Implemented a system for non-player characters (NPCs) to follow dynamic schedules, creating a living and believable world. This involved designing and programming complex AI behaviors and pathfinding, allowing NPCs to move and interact with the environment according to their unique routines, contributing to the game's immersive atmosphere."-Custom-Built Cutscene System: "Developed a bespoke cutscene system that allowed for cinematic storytelling and the seamless integration of key narrative moments. This system provided control over camera angles, character animations, and visual effects, enabling the creation of impactful and engaging cutscenes that enhanced the game's narrative and atmosphere."

Unity3D FPS/Top Down Hybrid

Ludem Dare 52


Midnight Harvest is a Hybrid TopDown/FPS game. The goal is to survive as long as you can against hordes of monsters coming through portals. At your side is an arsenal of plants that you can use as ammo. Each with different effects and abilities!Be careful though, sometimes your crops aren't always safe.You need to think like a farmer and to do that, remember these rules- Don't shoot at the crops
-Don't blame the crop for not growing fast enough
-Don't uproot crops before they've had a chance to grow
-Choose the best plants for the soil
-Remove weeds
-Remember you will have good seasons and bad seasons - you can't control what comes out of those portals

Demon Delivery Service

Unity3D Parkour Action Game

Ludem Dare 53


Demon Delivery Service (D.D.S) is a first-person parkour system with a focus on procedural dungeon generation. It features a full modifier system that affects both you and the rooms that spawn.As an employee of DDS, your task is to find lost scrolls in Hell and deliver them back safely. You will traverse through an ever-changing Hell, jumping over lava, grappling your enemies, and figuring out how to get to the next area. After delivering the scroll, DDS will reward you with more power, making it easier to trek through and make your next delivery.

Unity3D ARPG Game

Team Project


Mythgrove is a rogue-like dungeon crawler where players can go dungeoneering with their friends. The game begins when the player discovers a secret forest with a dungeon entrance and soon realizes that the legends of the yearly spirit dungeon festival are true. The player is the only human in this festival and must attend the sport of dungeoneering to enhance their fame and experience.Throughout a variety of dungeon terrains, the player must rely on their battle skills to enhance their weapons and prove their worth in the festival. As the Lead Programmer, the largest contribution to the project was coding the procedural weapon mesh generation system, UI, inventory system, and multiplayer networking using the Mirror Framework.The game is available for free on Itch.Io.

Mythgrove

Unity3D Game Mechanic Recreation

Personal Project


This project aims to recreate the turn-based battle system featured in "The Legend of Dragoon" and its unique timing-based combo sequence, adding an additional layer of complexity.
To achieve the combo-based sequence of attacks, a custom battle system was implemented. A custom Character Controller was also developed to control the player's actions. Additionally, a custom Character Object system was created to allow developers and designers to easily edit the timings and damage multipliers of combos with animations.

Legend of Dragoon Combat Remake

Unity3D Game Mechanic Recreation

Personal Project


This project is a recreation of the gameplay mechanic from the game Control. It was created to explore how to easily manipulate UI in world space using DoTween, while also learning how to properly optimize physics and object breaking. The project ended with a DoTween system and optimized physics with breakable crates/barrels, as well as animated UI in world space.

Control: Telekinesis Mechanic Remake

Prototypes

Rapid Prototyping: C++ Game Engine with ECS and Graphics

Personal Project


Challenged with a two-day sprint, I developed a C++ game engine prototype to solidify my C++ proficiency and learn the RayLib library. This project highlights my ability to:- Quickly grasp and implement complex systems, including an ECS architecture.
-Develop essential game mechanics like collision detection.
-Create custom visual effects through a particle system.
-Manage game state using a Finite State Machine.

Unity3D Adventure Game


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.

Pickford Pines

Custom Ecosystem AI Behaviors

Personal Team Project

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.