>>....Role in Project Overview....
-> Programmed Player Characters
-> Programmed Character Abilities
-> Wrote services to Automate VFx and SFx
-> Created tools for departments to help with the creation of their assets
-> Tuebor -- Mid-Level Programmer
-> May 2016 - September 2016
-> Automates the process of adding or removing particles from a characters mesh
-> Allows the server to ignore the replication and allows the clients to only hold the particle information
-> Saves memory on the server
-> Allows a character to track the status effects that were applied to their character
-> Used for the following:
+ Burn Effects
+ Chill Effects
+ Damage Over Time
+ Stun and Slow Effects
+ Mind Control and Fear Effects
-> This service is used in the trailer to the right
-> Projectile Audio Tool
+ Allows the audio team to test the projectile sounds in flight
+ Can simulate all points in the projectile path
-> Exposing internal parts of the engine
+ Allowing for parts of the engines features to be exposed through blueprints; such as allowing specific character to hear specific sounds
>>....Player Character: Guinevere....
-> Updated Hero abilities to new standard
-> Implemented knock back for effected enemy characters
-> Updated abilities to use particle service I created for characters
>>....Some Player Characters I directly worked on....
>>....Particle Automation Service and Tools Created for Project....
>>....Player Character: Deacon Dave....
-> Took the design documents to in game assets
-> This specific character can heal players on the same team
-> Wrote code to replicate the Visual Effects and Sound Effects over the network using the unreal engine frame work
-> Worked with the art team and animation team to help time these effects and animations to fire at the right time