As lead programmer in Arena of the Bored Kings (AotBK), I had a hand in all areas of development. Due to the project originally being network multiplayer, I had to ensure everything was network compatible. Due to time constraints the project made a very sharp pivot to split-screen multiplayer. I had a large hand in converting the existing functionality to split-screen compatible as well as adding in anything new that was required because of the change in gameplay. The project was undertaken entirely in C# and with the Unity Game Engine.
Beginning of Choice was a small project undertaken in approximately 2 weeks. The functionality was kept to a minimum to focus on the message of how choices can impact others, along with how saying things not normally considered mean can escalate rather easily. As such the system behind Beginning of Choice is setup to enable editing or expanding the story to be done in the Unity Game Engine's editor, with minimal trouble. The project was undertaken entirely in C# and with the Unity Game Engine.
FireFly was a short project from the beginning of my course as a games programmer. My responsibilities in regards to FireFly were to initially prototype the project in order to test the idea. As this was an early project, the game went through rapid prototyping but did not get a rewrite for the final product. Due to this my prototype became the foundation for the rest of the game to be built upon. This was a good opportunity as it was not only one of the first team projects but forced me to hold my code to a standard that others could understand and interact with. The project was undertaken entirely in C# and with the Unity Game Engine.
Killbots was a project undertaken in my games programming course at SAE Creative media institute to learn more about Artificial Intelligence and how to create one. The project involved creating a killbot to fight others created by the class and was undertaken inside of the killbots framework provided by Greg Quincey - @Rajetic and my work can be found at https://github.com/TyeBryant/MaxKB
The raytrace optimization project was undertaken in order to learn about multi-threading and spatial partitioning. The raytracer was created by Greg Quincey - @Rajetic
More examples of my work can be found at https://github.com/TyeBryant
My infrequently updated blog: https://tyekbryant.wordpress.com/