I could:
- Manage enterprise networking & analyze security vulnerabilities
- Manage media files with: FL Studio, After Effects, Premiere, PhotoShop, Audition, ffmpeg, x264, x265, svt-av1
- Develop apps & scripts via Powershell, Shell, Batch, Python, Java, Javascript, C# (Windows Forms)
- Complete functional and pretty UI designs for technical apps
- Database management: mySQL, MSSQL, MongoDB
- IoT programming: Android Studio (Java, empty views project), ESP32 IoT programming (C++)
- Web Programming: ReactJS, React, PHP, webAPI
- Compiling: MSVC, Windows sybsystem for Linux
- Data analysis: Self taught, not professional, but I have some experience from evaluating video encoding results with a few metrics
- Repair any electronics and perform rather complicated cooking and baking, as long as there is a guide
- Build resonably configured custom PCs, virtual machines, android devices and servers
Game media values by its controls and interactivity. Here is a non-negotiable, fundamental checklist that covers the basic input elements for games. All points here are showstopper critical, missing one point means the game is fundamentally broken/unfinished for at least one input type.
Controller Support | Requirement | Present (Y/N/-) |
---|---|---|
Bounce back mitigation | The game mitigates joystick bounce back overshoot issue (unintended direction reverse), otherwise the game is totally unplayable on controller |
Strongly Recommended, if development time allows:
- Turn off vibration if the game supports
- Supports both XBOX and PlayStation controller types
- Drift mitigation / center re-calibration sliders
- Deadzone customization
Mouse Support | Requirement | Present (Y/N/-) |
---|---|---|
Mouse Look | If the game character turns slowly, then mouse look view is free from character look/aim direction (character catches up to look direction), otherwise the player must move mouse constantly to keep turning (joystick look) | |
Mouse Acceleration toggle | The game demands correct, accurate aiming, and in-game mouse acceleration can at least be turned off | |
Mouse Smoothing toggle | The game demands correct, accurate aiming, and in-game mouse smoothing can at least be turned off | |
Mouse Sensitivity | The game demands correct, accurate aiming, and at least provides mouse sensitivity adjustments | |
Mouse-whell Consistency | Mouse-whell scrolling does not trigger key-press, nor changing game settings, unless the player binds it manually |
Strongly Recommended, if development time allows:
- Raw mouse input, if demands accurate aiming
- Mouse icon color is enough different from background, or having border/shadow to differentiate
Keyboard Support | Requirement | Present (Y/N/-) |
---|---|---|
Exit Key Consistency | Exit key (i.e., Esc on keyboard) could exit menus that shows up more than once, pause game. i.e., not a second exit key, or a menu with close/cancel button that isn't exit-able by pressing exit key | |
Logical default key bindings | The game provides a default key-binding that is mostly logically universal (i.e., for WASD movement, menu keys are on the left side; weapons, interactions and gadgets on the right side, etc., unless due to obvious or well-though reason) |
Universal Control Support | Requirement | Present (Y/N/-) |
---|---|---|
Key-blocking Mechanic | Input blocking only occurs when visually obvious (e.g., reload animation) or with clear, immediate, and specific audio/visual feedback indicating why and which input is blocked | |
Input-delay Mechanic | Minimal delay between input and action. Any intentional delay (e.g., charge attack, charge jump) must be visually obvious and predictable | |
Toggle/Hold Controls | State changing key actions (sprint, ADS, crouch, scope, etc.) can be set to Toggle or Hold individually | |
Key Remapping | The game demands correct, accurate keypress (manuvering, aiming, time-saving), with a working key remapping system (i.e., one key cannot bind to multiple actions, hint key conflict) | |
Dialog fast-forwarding/skipping | Dialogs can be skipped or fast-forwarded with a key press | |
Cutscene pausing/skipping | All cutscenes can be either paused or skipped, unless shorter than 10 seconds | |
Action Synchronization | All player-controlled action that takes time finishes honestly in the same time, or before the action animation completes | |
Input Buffer / Priority-of-action Mechanic | The game has enemies that prevents player to complete an action (i.e., reloading, rehealing), implements a reasonable input buffer / pre-input context to cache an pending action, or overrides the current blocking action | |
No Menu Key-blocking | No key blocking anywhere in the menu, including menu-animations and startup logos |
Here is an advanced honey lemon-zest brioche 80% hydration sourdough toast: