My Skills

Languages and programs learned through coursework

Unity/C#

High-level understanding of engine usage and connected language

C/C++

Strong understanding of language and semantics

Java

Strong understanding of language and semantics

JavaScript

General knowledge of language and semantics

PROJECT PORFOLIO

Industry Projects

Assassin's Creed's first venture into VR. My experience inlcudes creating tools for Level Designers and Cinematics to make the use of particle Vfx simpler and more performance friendly, aiding the Online and Social team with achievments and boot flow, and helping close out the Mission Tech team with game flow and continue flow bugs.
As my first industry project, there were a lot of challenges transitioning from college to AAA. Despite these challenges, I have been able to receive high praise for my work from seniors and feel like my work is making a difference across the entire project and team.

My first experience working on a Live Service game. I was able to contribute to the Physics and Character teams by working on Projectile Ballistics and other character interactions. While the project was shut down shortly after joining, I able to gain a lot of knowledge about the live service game execution and adapted quickly to the fastpaced environment and delivery structure.

Rainbow Six presented an opportunity to take lead on a major tech-debt area: Testing. Working specifically on improving the Autotesting Framework, I worked on creating the Epic and LoQs for task planning. By keeping in constant contact with the QA Analysts working on creating the test plans, I worked to refactor the existing framework to work on our live gamemodes. I utilized that refactor to aid the testing of our Events modes by having them be more data driven, so that QA could make the tests without needing a programmer every time an update was needed. Tackling this debt with my team has brought praise from all over the project as we are completing something that had been needed for a long time, and are directly aiding at preventing game-breaking submissions from making it into the game.

Mythic Quest was a TV project involving the creation of a VR game and an Animal Crossing style game, highlighted in episode 5. For VR, I delveoped a cooking simulator modified to fit the scene's script. This involved working with trigger volumes, animations, asset importing, and even recording the scene in engine myself. While it was developed in a familiar engine, the face-pased schedule of TV presented it's own challenge. I was also mentoring an associate developer so that they could get more used to the environment and work.
On top of the simulator, we also created a small multiplayer world where the player models could interact with one another. This included changing models and controlling the mouth movement through both voice and a trigger pull.
For the Animal Crossing inspired game, I was able to work on different world design and NPC interactions. This game was much smaller as it as mostly used for some quick video segments to highlight mechanics.

For The Summer I Turned Pretty season 3, I worked on a mobile platformer for iPhone. This was created from the ground up and deploy through Apple's Developer Process. It functions similarly to Jetpack Joyride as it is an endless runner wil obstacles, enemies and power-ups. I got to work with sprite sheets to create animations and fine tune the physics to have everything line up properly. Amazon was very specific about what they wanted for the app and made several changes during development. This was a welcome challenge to adapt to and required several refactors to achieve their goal. At the end of the project, the team was congratulated by Amazon's producers for delivering months ahead of their schedule.

College projects and games


Armed Forces is a fighting style game similar to Super Smash Bros. except that movement is now based on weapon recoil. For this semester long project, I was put in charge of the designing and implementing the acheivement system and creating the menu UI for the game. The achievement system includes persistent progression across game loads as well as unlocking new weapons and weapon types from certain tiers. Menu UI involved creating the weapon selection system, which would persist from game to game.

This is the classic game of Tetris, only now rendered in 3D. The mechanics are exactly the same as the original game, with the exception of rotating and moving the game board. Using w,a,s,d,q,e allows the user to move the playing field in any direction and W,A,S,D,Q,E allows for rotating the field, all while the game continues to play as normal. The math was all done in javascript without help packages.

Stranded! A chose-your-own-adventure game. Developed by a team of two, I worked on connecting story points from ideas by my partner. I also dealt with creating the mechanics involved with generating a winning or losing outcome. Between having a psuedo-inventory and timed decisions, there are a plethera of outcomes waiting for you. This game was developed in Twine, a language made for these types of html games.

Survive the Day is Mario-esque platformer made in PuzzleScript as a team of two. I was in charge of getting movement and collection mechanics working, such as jumping, picking up berries, and ending the level at the tent.

CONTACT INFO

Email : loganhbz@live.com

LinkedIn : https://www.linkedin.com/in/loganhobbs117/

Resume : Game Industry Resume