Everywhere

Everywhere was my first step in to the games industry at a professional level and a project I was extremely excited to get the opportunity to work on and begin my career making games. I began my journey at Build A Rocket Boy as an associate gameplay scripter and after rising through the ranks (and a title change) become a technical designer. Due to NDAs in place I won’t go in depth about my work at BARB but my every day consisted of updating/maintaining gameplay features that I was the core owner of as well as assisting with other features. I would also work with other departments to implement features and get these in to the project in a timely manner while keeping the quality of said feature high. I would also fix bugs that would pop up in the project as well and doing code reviews for my peers and mentoring more junior members of the team.

 
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Fallen Immortals (C++/Unreal Engine/Visual Scripting)