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Please click the button to be directed to my most updated portfolio

My Apologies. When applying for positions, Full Sail requires approval of Resume's in advance, and they take weeks to make appointments, so the link on my old resume is out of date. This site does offer some insight into my skills but please click the link below to see my most updated work. 

Level Design - Planning and Blockmeshing

Designing a level takes a lot of planning on paper before it can be started in an engine. This section showcases my process from diagrams/documentation through the blockmesh stage. It also shows my ability to use the environment to set a mood and tell a story. The level was designed to have multiple pathways that led to a single ending point. 

For a more in depth look of my level, click the button below to see a video of my level. The video will also highlight my creation of level mechanics, although that was not the main focus of the project. 

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Systems Design - AI - Unreal Blueprinting

Creating efficient systems that run on a parent/child hierarchy can save a lot of time in creating new content. This section showcases my systems design creating AI enemies that work off of a single behavior tree and animation blueprint. The code shown is all within the Base Enemy class that new children can utilize and alter to create unique behaviors. Using animation notifies also helps to make a system where, in most cases, creating new behavior is as simple as a few variable changes.

For a more in depth look at my system and AI design check out my video walkthrough by clicking the button below. There are also videos showcasing other systems I designed, such as a roguelike map system and redesigning a quest system.

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Documentation - Jira and Confluence

Keeping up with documentation is a key role to making a game happen, especially in team settings. This section showcases my ability to keep things organized and well detailed throughout a project.

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