Collision Design
VO Implementation
Quality Assurance
Engine: UE4 + AngelScript
Start: October 2020
Time: 6 Months
Working on It Takes Two
While studying at Futuregames I got the opportunity to work simultaneously on Hazelight's It Takes Two, which later transitioned into an internship position.
I was primarily working on Collision Design together with Level Designers and Artists. I also worked with implementation and tweaking of voiceover dialogues and barks together with the VO designer, while also doing bug testing updating existing bugs and reporting detected bugs and various other issues.
Collision Design
VO Implementation
Quality Assurance
Collision Design
My primary responsibility as a Collision Designer was to fix known collision JIRA bugs by placing and creating BSP collision volumes or assets. These issues could vary from the player being able to go out of bounds or getting stuck between objects and more. I also created smooth walkable collision surfaces to avoid unpleasant player step ups and added player death volumes. For some of the more complex issues, communicating with both level designers and artists was important to figure out solutions that would work for all departments.
Voiceover Implementation
Prototyping
Scripting Mechanics
Level Design
Engine: UE4 + AngelScript
Start: January 2021
Time: 8 Months
Hazelight Internship
During my internship, I got experience in both shipping a game and starting up the prototyping and pre-production for a new project.
When creating prototypes, the main focus was on co-op gameplay, both while coming up with and scripting mechanics as well as building levels.
Prototyping
Mechanic Scripting
Level Design
Prototyping
While building prototypes, I scripted all the mechanics and functions in Anglescript using Hazelight's custom version of Unreal Engine.
The goal with the prototypes was to create engaging co-op gameplay that would utilize the level design and the mechanics that I created.
Angelscript
I interacted with Angelscript daily and was able to quickly pickup and learn Angelscript and how it was integrated into Hazelight's custom Unreal Engine. Using Angelscipt, I felt fully in control and I was able to create and adjust multiple different actors, components and mechanics with ease.
Level Design
When prototyping, I designed the level blockouts and mechanics hand in hand.
The level blockouts utilized both of the players' mechanics to create challenges and puzzles with the goal of creating readable levels with composition that would lead the players forward with good pacing.