Technical Design
I often serve in a dual implementation / support position, where I handle large workloads and help other designers when programmers are too busy to answer questions. I enjoy solving complex problems, and I enjoy teaching others, so it's a natural fit.
I try to stay abreast of engine development during production, so I can quickly identify emerging issues and give engineers what they need to resolve it. I like tackling wacky bugs because it helps expand what is known, and I do my best to write and promote technical documentation.
I am a firm believer that good tools efficient pipelines help designers make better games. I'm happy to write scripts that facilitate exports, builds, or managing large amounts of data.
Here are the engines I've employed over the years.
Engine Name
| 3D Package
| Scripting Language
|
Unity |
Blender |
C# and Javascript |
Infernal Engine |
XSI |
Dante Script |
Visual Concepts Action Engine |
Maya |
Visual scripting via nodes |
Neversoft Skate Engine |
3ds Max |
Q (Custom) |
Tomb Raider Engine (TRE) |
Maya |
Javascript-style |
Tomb Raider: Underworld (TRU) Engine |
Maya |
C-based language |
Robomodo Engine |
XSI |
Visual scripting via nodes |
Processing |
n/a |
Java |
Unreal 2.0 |
3ds Max |
UnrealScript |
Torque |
3ds Max |
TorqueScript |
Quake 3 |
Radiant |
n/a |
Half-Life |
Hammer |
Visual scripting |
Portal 2 |
In-Game |
Visual scripting |
Heavy Metal FAKK 2 |
Radiant |
SIN Script |
Morrowind |
UESP |
Custom |
|