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verbatimaura

William A

@verbatimaura

Game Developer

Verenigde Staten
Engels, Spaans
Sommige informatie wordt in het Engels weergegeven.
Over mij
I am an experienced game developer and former shop manager with a background in creative writing and computer science. I specialize in overseeing operations, logistics, and team management while leveraging software tools to optimize user engagement. I bring a unique perspective to programming, narrative design, and UI/UX design to create impactful solutions.... Lees meer

Skills

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verbatimaura
William A
offline • 
Gemiddelde reactietijd: 2 uur

Bekijk mijn diensten

De creatie van een complete game
I will develop and deliver unity games in 2d
Technische teksten
I will write technical documentation, case studies, and developer readmes

Portfolio

Werkervaring

Independent

Gameplay Programmer

Independent • ZZP

Jan 2022 - Present • 4 yrs 8 mos

• Engineered a C# integration layer (InkBridge) connecting 45 Unity interactions to Ink narrative tags; synchronized story variables with case-board state to prevent evidence and branching paths from becoming inconsistent across three endings. Neither system accesses the other directly; the bridge coordinates through tag-driven events. • Designed a nine-clue discovery system where players find and connect evidence in any order; a dictionary keyed on sorted clue-pair strings maps each connection to a unique narrative response, making progression order-independent without sacrificing story coherence. • Shipped a solo battle system in under a week (Made to Be Played jam) with distinct enemy AI behaviors for pirate ships and toxic vessels, procedural ocean generation producing unique layouts per playthrough, and a risk-reward treasure/hazard loop driving emergent decisions. • Reverse-engineered and rebuilt Tapper-style lane timing, NPC queue logic, and scoring in Unity/C#, with a state-driven NPC system reacting to player input and delivery events. • Built a procedural infinite scroller with object-pooled platform generation and adaptive enemy spawning scaled to player progression speed, maintaining consistent 60 FPS. Recently rebuilt with mobile touch controls (IPointerDownHandler/IPointerUpHandler) for hold-to-run input and optimized for WebGL deployment. • Built a VR art gallery for the Oculus Rift featuring 25 interactive 3D objects with grab interaction via Touch controllers, custom Blender-to-Unity model pipeline, and material/shader work matching real-world surface properties under VR lighting conditions.