Shooter’s Island

Q1 2022

My Role

Shooter’s Island was a large milestone for me as a gameplay programmer and executive producer. Since we had such a small team at the time and only one other dedicated programmer besides myself, I ended up programming about 85% of all the functionality you see in the game.

Not only that, but this was my first opportunity to lead a game development team as a whole. Managing each respective department (Art, Level Design, Audio) was absolutely critical for us to reach our end goal of release.

Once we reached the final state of the game, which was not easy due to how many bugs we’d encounter, it was time to publish. Shooter’s Island was a wonderful opportunity for me to learn how to publish to a variety of platforms, including Steam, Viveport, and SideQuest. We even attempted Oculus which presented its own challenges.

Technologies

Technologies I used to achieve success.

 
 
 
  • Unreal Engine truly gave us the backbone we needed for this project. Covering everything from VR, Animations, Audio, UX/UI, and more.

  • Though we certainly utilized the ease of blueprints with Shooter’s Island, from time to time it is certainly necessary to pop open the Visual Studio and get to tinkering with the code by hand.

  • Visual Studio is certainly a very important software when paired with Unreal Engine. It provides you with the tools for success when it comes to building the engine from source or creating/editing C++ files and classes at one’s leisure.

  • Photoshop was necessary to prepare some of the assets you see across the store pages. Since our design team was smaller at the time, it was necessary to pitch in here!

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