Pigeon Simulator

Role: Gameplay Engineer

I joined Pigeon Simulator halfway through production and quickly learned the procedural generation and asynchronous systems that supported its complex environment. I also employed rigorous code review and test-driven development to ensure that code was performant and introduced no regressions.

All of our features had to be highly modular, as objects in the sandbox had their behaviors determined with a building-block analogy termed as "DNA". Throughout the game’s development, I was the primary stakeholder of our ability system, status conditions, and UI implementation. In the process, I worked closely with our design, art, and audio teams, becoming a stronger programmer, designer, and communicator through frequent inter-departmental collaboration.

Tools Used

  • Unity
  • Plastic SCM
  • Shader Graph
  • VFX Graph
  • Miro

Contributions:

Mutagen DNA System

Ability system with sandbox physics gameplay, fast swaps, and stance changing. Each stance was categorized by the varying playstyles of destruction, manipulation, and creation, allowing for high player agency in our sandbox. Our abilities utilized a scriptable object workflow for a more performant and designer-friendly approach in creating and appending a myriad of pseudo-components, known as "DNA". 

Status Conditions & Radiation

I created status conditions to make our sandbox easily foster emergent gameplay. A reactive elemental system comprised of four spectrums, each status condition had two status effects at positive and negative thresholds:
Temperature 
Hot: sets enemies aflame
Cold: freezes and grants objects a slippery physics material

Conductivity
Electricity: stuns characters and powers objects
Goop: a chain of gum that sticks objects together

Morale
Rage: enrages AI with extra strength and sets their attacking target
Terror: causes AI to flee in pure panic

Magnetism (positive/negative) pushes and attracts objects according to their strength in how far along the spectrums they are in comparison to one another

Any sandbox object, or "DNAUser", would manifest a status condition with radiation zones. These optimized trigger volumes emitted levels of a status condition until designer-assigned thresholds were reached, whereupon a status effect was triggered.

HUD & UI Implementation

Collaborated with the design and art teams to implement gameplay menus. These included our level select menu called the "Flux Warbler", an elevator menu named the "Televator", and a quest log with a built-in map and HUD integration.

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