My name is Elias but online I'm known as lolmanQ. I have been programming since 2014, and in that time work on a fair few projects
- C++ (2+ year)
- Studying at TGA
- Making a game engine and editor from scratch with DX11
- Unreal Engine (6 month)
- Using my knowledge of other game engines to speed learn unreal
- I used it during my internship at She was such a good horse, working on live code
- Unity (3+ years)
- I have worked with practically all systems in unity from animations to lighting
- Not just able to use the editor but also create tools to extend the editor
- C# (3+ years)
- I have a background in software development and game development so I have an understanding of the more complex sides of the C# language
- My coding style is to write self-documenting code, as well as create systems that take care of themselves to reduce dependencies
- Project type: Game
- Team size: 4 (2 programmers, 1 game designer, 1 artist)
- My role: Lead programmer
Imagine you take the level cause and effect from Titanfall 2, and you make a parkour system based on ghost runner and other movement games, and boom you have this game itch.io
I served as lead programmer. One of my many responsibilities was the movement
- Project type: Game
- My role: Project director, Lead programmer,
- Team size: 10-20 (1-5 programmers, 1 game designer, 3-8 artist, 3 composers/sfx)
This game is Ghost runner but from an isometric view
I served as Lead programmer going on to becoming the project director
- Project type: Game jam game
- My role: Lead programmer
- Team size: 4 (1 programmer, 2 game designer, 1 artist)
Created during a in school game jam of 48h
Contains a semi realistic jump ark that is fully generated by code
Method:
First generates 4 controll points, uses the control points to generate a bezier curve, and then uses a animation curve to get the position of the cat in the bezier curve
- Project type: Game engine
- Personal project
A game engine in C++
https://github.com/lolmanQ/Kragen (I have nothing to show)
- Project type: Game engine extention
- Personal project
Loading scenes in unity has always been a bit of spegeti code so i created an improved scenemanagment system
To load a collection of scenes, you only need to pass in a SceneCollection ScriptibleObject
SceneHandler.LoadCollection(SceneCollectionSO collectionToLoad)
- Project type: In game system
- Personal project
Based on the players distance to a point in a mesh it either increases or decreses the amount of triangles on that section of the mesh proceduraly
https://github.com/lolmanQ/TerrainGenerator
- Project type: In game system
- Personal project
Pocedural terrain generation with perlin noise
https://github.com/lolmanQ/TerrainGenerator
- Javascript (4+ years)
- HTML5/HTML (4+ years)
- CSS (4+ years)
- SCSS (2+ years)
- PHP (1+ year)
- Node.js (2+ years)