I'm Brandon Greene-Hooks, a gameplay engineer that specializes in rapid prototyping. Life's a game, so I "gamified" this website, too. You've found 0/16 easter eggs.
The Games
Laser Arena is a couch/online, action-platformer game where you shoot rebounding lasers to complete objectives. I conceived, designed, and developed this title, and my favorite part of its lifecycle was establishing various game modes from a single gameplay loop. Simple changes like navigating stages in complete darkness or limiting the ability to shoot lasers to one player at a time significantly alter the flow of any match. Here are some more details:
- Cross-platform, personal computer and console (Windows and Microsoft Xbox Series X|S)
- Online multiplayer, dedicated server and peer-to-peer network connections
- Invite-only matchmaking, achievements, cloud data storage for user-generated content, and rich presence integrations
- Diegetic, dynamic and readable user interfaces for enhanced user experience
Made with Unity. Written in C# using Visual Studio. Art assets created in 3DS Max, GIMP.
Out of Hand is an asymmetric, deck-builder game where you defeat the opposition by playing cards that range from conventional weapons to absurd conditions. I conceived, designed, and developed this title, and my favorite part of its lifecycle was the card categorization process. By grouping togther similar cards based on their base utilities (such as buffs, debuffs, and weapons on a high level versus projectiles and melee on just a step below), I was able to reduce code bloat significantly. Here are some more details:
- Complex shader converting gradated values to true 1-bit, customizable dither parameters and color inputs
- Vast library detailing card names, artwork, effects, unlock conditions
- Object pooling system for one-time load points and responsive gameplay
- Intelligent automatic difficulty scaling, dependent upon player count
Made with Unity. Written in C# using Visual Studio. Art assets created in GIMP.
I-Room-U is a relaxing, robot vacuum simulator game where you clean house and advance your model's specifications in a variety of locations. I conceived, designed, and developed this title, and my favorite part of its lifecycle has was the implementation of a skill tree. Progression exists in the form of upgrading capabilities, such as battery life and turning radius, so finding a way to achieve balance with these features was an interesting challenge. Here are some more details:
- Realtime read and write texture protocols to manipulate multiple decals simultaneously
- High-fidelity physically-based rendering assets for photorealism
- Distinct game modes separating objective-based play and sandbox play
- In-depth, modular upgrade system for multiple strategic approaches
Made with Unreal Engine. Written in C++ leveraging Blueprints. Art assets created in 3DS Max, GIMP.
Geo: Redux is a remaster of the original physics-based, puzzle game where you capture rare materials using unconventional methods. I conceived, designed, and developed this title, and my favorite part of its lifecycle was ensuring device parity. Between resolutions, gestures, haptics and other differences between the various hardware and software I wanted to support, it was an incredible learning experience. Here are some more details:
- Accelerometer-based motion tracking and haptic feedback for immersive engagement
- Advanced particle systems with physical bodies for pixel-perfect visuals
- Many-sided puzzles with limited resources and varied metrics for success, promoting experimentation and increasing replay value
- Simultaneous release on multiple marketplaces and platforms (Google Play, App Store, Windows Store, Amazon)
Made with Unity. Written in C# using Visual Studio. Art assets created in GIMP.
Thalasso is a procedurally generated, seafaring survival game where you approach the watery depths with flights of fancy or hesitant fear. I conceived, designed, and developed this title, and my favorite part of its lifecycle was polishing the bouyancy system. A vast majority of objects in the game float, but not many will ever do so in the same way, and making sure it felt realistic based on the material of the object and the current weather conditions was challenging. Here are some more details:
- Mask-based fog-of-war implementation, preventing objects of interest from rendering outside cube field-of-view
- Realtime simulated oceanic buoyancy calculations efficiently to support hundreds of on-screen objects
- Procedurally generated maps and biome stitching, with weighted percentages for items and wildlife encounters
- Multiple storyline branches, resulting in several ending options and objectives
Made with Unity. Written in C# using Visual Studio. Art assets created in 3DS Max, GIMP.
Light Strike is a is a modern arcade game where you avoid lightning and various side-effects thereof to survive the storm. I conceived, designed, and developed this title, and my favorite part of its lifecycle was calculating the trajectories of each lightning strike at runtime. Believe it or not, particles do a lot of the heavy lifting here, but making them fracture in a visually appealing, half-random and half-predictable way took some extra doing. Here are some more details:
- Developed in twenty-eight days as an exercise in rapid concept-to-creation workflows
- Particles and line renderers with bezier functions combined with noise to generate fractal lightning at runtime
- Surrealist game-feel manufactured by pairing simple graphics with fluid motion and stereoscopic sound design
- Environmental artificial intelligence branches between randomized, present, and predictive attack patterns
Made with Unity. Written in C# using Visual Studio. Art assets created in GIMP.
Résumé
You can download a PDF version of my résumé by clicking here . References and game executables are avaiable upon request.
Profile
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Gameplay engineer with proven ability to conceptualize, design, and develop games throughout full development lifecycle. Specialized in rapid-prototyping and solidifying core gameplay loops. Released seven titles for desktop and mobile over ten years of part-time development work. Passion for quality in games.
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Skills
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Languages
C#
C++
HTML
JavaScript
CSS
PHP
Tools
Unity (Networked Game Objects, Profiler, Shader Graph)
Unreal Engine (Blueprints)
3D Studio Max
Visual Studio
Adobe Creative Suite (After Effects, Illustrator, PhotoShop, Premiere)
Audacity
I also know the Konami Code by heart. Do you?
Survey says...
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Education
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University
Arizona State University
Degrees
Bachelor of Science, Graphic Information Technology (Gaming Focus)
Certificates
Computer Gaming, Ira A. Fulton Schools of Engineering
Honors
Summa Cum Laude Graduate
Dean's List
4.0 Cumulative GPA
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For work inquiries, general questions, or feedback, you can reach me via brandongreenehooks@gmail.com .