I was the Systems Designer on Invincible VS from early days. My role was to help bring the game to life from pre-Alpha all the way through release and content updates. My main responsibilities included: Player and Character Progression, Ranked ELO, Social Systems, Single Player Balancing, and the Tutorial. Quarter Up was a small team, so I had to wear a lot of hats and take on a lot of responsibility, especially as the only Systems Designer for much of the game’s development cycle. Below you’ll find a video of the Meta Progression system and an example of the Tutorial.
Meta Progression in Invincible VS
Meta Progression in Invincible VS
The Tournament of Souls was the first in-client mini-game that Riot created that featured active/reactive gameplay. I was the one responsible for developing the core systems in Unity/C#, everything from the menus to the gameplay, and making it extensible enough for other designers to come in and add to it. This redefined what Riot could do in client by utilizing Unity WebGL to create something internal. This type of design and development is still be using to create in-client minigames for League of Legends now. Below is a gameplay montage in video form.
Credit to Another Gacha Addict’s Channel for the video.
As a software engineer, I worked at Visible Body to help bring the Human Anatomy Atlas to life on iOS and Android devices. Using my expertise in Unity, C#, and Java, I helped port the older versions of Human Anatomy Atlas into a brand new code base, even changing languages from Java to C# when everything was moved over to Unity. My primary tasks while working there were: UI/UX Integration, Code Porting and Debugging, and implementation of Muscle Actions. Below is a video of Human Anatomy Atlas from 2018 when I was working on it.
Credit to Visible Body for the video.