Overview
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I was hired out of Grad School as a Gameplay Programmer on the Early-Access multiplayer tower defense game Orcs Must Die! Unchained in May 2016, and started work officially on Aug 2016.
My responsibilities on this project:
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When I first started at Robot, I mainly focused on adding new features to existing tools. Most of the tools I worked on existed prior to me joining the company, I got the chance to take ownership of them after the previous programmer left. Most of the tool were written in C# and used thrid-party libraries for their functionality, and as such a large chunk of my time was devoted to analyzing and understanding the existing code so I could improve upon and extend it.
Before the game was officially released, I got the chance to work on a new type of enemy AI, 'Mercenary', which has been released to the players with the official launch. My work on this new enemy type included lots of cross discipline communication. We nailed down the behaviors, appearances, and feels of difficulty of the new AI enemies with design and art teams. We made those bosses and enemies we wanted into the game in the final hectic months of development.
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Trailer
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