These badges have been earned through my participation in the associated courses.
This trio of card games came about as a result of the mini-problems that manifest themselves in my thinking.
I had been puzzling over how to simulate a rock-paper-scissors encounter when it occurred to me to create two more games, similar in scope and concept, that could be used as mini-games in other interactions/games.
These are the result:
Coffee House Games is a series of math-based games that are designed to help the user hone basic math and relational skills.Topics include:- Comparisons (<=>)- Fractions, Ratios and Decimals- Exact change due- Speed word problemsSkills Demonstrated:- Creation of multiple and varied UIs- Custom logic for each mini-game- persistent scoring- design and layout individual games- design and layout the 'wrapper' that houses the mini-games
Cinemach
ine- Creation of various types of Virtual Cameras to create a wide range of visual effects-
Camera Management via code to control switching on/off of cameras
Timeline- creation of keyframes to hold transform data of various game scene objects in an effort to playback animations on demand.
Timeline- Animation creation for any object- Activation/Deactivation of objects- Event setup and implementation
Skills Demonstrated:
- Create Input Assets
- Create Action Maps
- Attaching key bindings for keyboard, mouse, xbox controller, XR- Accessing, using and modifying input values via code- Update legacy input system to NUIS
The New Unity Input System(NUIS) is an event-based system that will likely end up replacing the legacy system at some point.
The creation of Input Assets, Action Maps and KeyBindings with various modification options is the heart of player interaction and setting them up correctly can really enhance the player's overall experience.
RaycastingRaycasting-Raycasting for movement- Instantiate an object at a point on an object- Use of layer masks- Firing and leaving bullet holes- AI Navmesh & Navmesh Agent- Waypoint system creation- Finite State Machine(FSM) creation
The 2.5D Platformer project was a great experience from laying out levels and the Character Controller to the Collectables and disappearing walls for camera visibility into a difficult to see area.
- Character Controller player movement with animation
- Use of physics to affect a rigidbody(gravity, double jump, wall jump, push box, ledge grab)
- creation of collectable and associated logic
- Camera Follow
- Moving Platform- Trigger Zones & Interactables
The User Interface is probably the most important method of conveying information to the player.It contains a wide range of viewable and manipulable components such as text and sliders.Skills Demonstrated(use & implementation of):- Sliders- Toggles- Text Areas- Buttons- TextMesh Pro(replaces the old Text feature)- Horizontal, Vertical & Grid Layouts- Content Fitters- Scrollbar- Dropdown- Input Field
When you put your mind to a task the obstacles come crumbling down.
Look at where we are at today and imagine asking anybody at any time in our history if the world they imagined would ever look like this and the answer would be no.
It takes steps to accomplish the apparently impossible.
Using the power of code to determine behavior we use primitives to imitate the actions(s) we will ultimately shoot for in the future.
Once a solid foundation has been established then the artwork may be applied.
Once an idea is generated I like to sketch out the outline that will guide the rest of the process.
With a solid plan all action can be in service that plan.
Custom code may lead to powerful tools/engines.
From audio to user interfaces the managers are the ones that you, the one in charge, can count on to route and re-route routine logic so that you can step back and take it all in.
Working together for the success of all.
By following the five pillars of Object-Oriented Programming our products are designed to be highly functional as well as super lightweight.
A combination of speed and reliability are the benchmarks that we are judged by.
Understanding the language(C#) and having extensive experience with the tools(Unity) I have the ability to work independently/in-group to logically and systematically tackle any challenge that stand in the way of my/group achievements.
History reveals cycles and I believe that the next major cycle change will be ushered in by those of us that have the knowledge, skill and resources to identify, focus on and solve the challenges we face today.
Tomorrow's iteration is based upon today's efforts.
Skills Demonstrated:-Player movement(move & turn)-Teleportion Anchors v Areas-Movement- Teleport v Continuous-Turning- Snap v Continuous- NUIS relationship- Setting up hand controls to handle interactions: - Direct, Ray, Teleport- How to create & use Physics Materials- Sockets for storage of key, hat, disguise, sword- Use of hinge component to make workable file cabinet- 3D UI components(joystick, wheel, sliders, etc)- 2D World-Space UI
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