email = kwardwork1@gmail.com ;
phone = (508-523-2521) ;
// Contact
// Social Media
// Kevin Ward
var pages
= new[]{
,
};
welcomeToTheSite("Enjoy Your Stay.");
clickYourChoice(pages);
// Conditions, Actions, Triggers (CAT)
// Third Person Shooter (TPS) Expansion
Build a third person shooter from scratch with CAT Game Builder! An easier, faster way to make games in Unity, create games with little to no additional programming. A fully extendable framework for use by professional teams and beginners. Create prototypes, demos or full games.
STATUS: Published On TrickyFast and Unity Asset Store
PLATFORM: Unity
GENRE: Plug In, Tutorial Series
TEAM (2):
-
Kevin Ward [--ME--] (AI/Gameplay Engineer, Sound Design, Environmental Art)
ABOUT:
Purchase on Unity Asset Store or go to the direct link to TrickyFast Studios LLC. Website. Install like any other package and begin developing RPG, RTS, FPS, Casual, MOBA, Casino games and more.
Programing
-
Developed core AI and behavior with CAT system; supported multiple types of AI (Solider humanoid, flying drone)
-
Created new CATs modules to support AI and add to roster of available tools for CAT user
-
Created Finite State Machine (FSM) animation controllers to link animation states and visuals of bullet tracers
-
Established procedures for how win/loss cases, communicated between NPCs, Player and Game manager
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Implemented sound effect managers to work with AI alert states,
-
Debugged Menu logic with other designer
Sound Effects
Created in the open source Bfxr and mixed in Audacity
DETECTION (Drone)
DETECTION
(Soldier)
ASSAULT RIFLE SHOT
DEATH
(Soldier)
ARMOR BREAK
LOST DETECTION
(Soldier)
Reflection:
The Third Person Shooter Expansion was developed over the course of the first two quarters of 2021. Starting as one of Josh and I's internship projects, it quickly became our main focus as we worked through the beginning of the COVID 19 pandemic. The development of the expansion was our first professional experience working under tight financial concerns, deadlines and under the burden of lockdowns. Coupled with having to quickly learn a new framework, this made our labor difficult, but it proved to be fundamental in preparing us for our future projects. Without easy access to each other, it necessitated that I dig deep into documentation reading and turn around ticket concepts into executed proofs of work. Acting as a chance to build, test, iterate our code, models, textures, then build again, I was able to become more efficient and proactive in my work. Keeping track of progress, asking for clarification of task specifics, and modifying workflow, I attribute my current level of confidence in being a software engineer to the lessons learned here taking an existing system, developing it, and extending it. It was an opportunity also to experience the full pipeline of taking an idea on a ticket system, bring it into beta, then release and create its tutorials.