Eric Young

--Software Engineer--

--Game Developer--

Eric Young — Software Engineer & Game Developer Portfolio

Roman Quest Conquest

Using Synty's Ancient Empires Polygon assets and lots of custom code I have created a dialog, quest & inventory system that allows the player to communicate with qualified NPCs, satisfy their quest conditions and add/remove items to/from the inventory UI. Level 1 is a proof of concept with minimal art assets. Level 2 includes additional art assets and interactable item code. This is an original concept by eyetengu.

Unity Sound System

An original concept utilizing a dialog system, quest system, inventory system and audio system using the Unity Audio Mixer component.

CONVOY DEFENDER

I have wanted to do a sci-fi, space shooter for a while now and here is the result of a little time and dedication. Enemy craft swarm the carrier you are sworn to defend. As they approach they choose an area of the ship to concentrate their fire and then they speed off into the void only to return their attention to their prey.

Card Shark Triple Threat

This trio of card games came about as a result of the mini-problems that manifest themselves in my thinking. I had been puzzling over how to simulate a rock-paper-scissors encounter when it occurred to me to create two more games, similar in scope and concept, that could be used as mini-games in other interactions/games.

Coffeehouse Games

Coffee House Games is a series of math-based games that are designed to help the user hone basic math and relational skills. Topics include: Comparisons (<=>), Fractions, Ratios and Decimals, Exact change due, Speed word problems. Skills Demonstrated: Creation of multiple and varied UIs, Custom logic for each mini-game, persistent scoring, design and layout individual games, design and layout the wrapper that houses the mini-games.

Under Construction (GameJam Jan '24)

This project relied heavily upon a time-of-day event system that triggered various events throughout the day and would enable construction to occur during the day and wrap it up for the night. The use of an intelligent waypoint system for NPCs created a foot traffic to appear more organic. As the NPC reaches a target waypoint the NPC receives the Transforms of the waypoints that he/she can travel to from this point and makes a decision on which one to move to next. The same approach was taken with the various automobiles. The theme of this GameJam was Make Me Laugh. Walking past the outhouses on the jobsite will pop the outhouse door open and play an audio clip.

GDHQ Projects

The following projects were created with the guidance, support and direction of the team at GameDevHQ. All earned badges have been added to the appropriate project space.

2D Mobile Adventure

The 2D Mobile Adventure is my first mobile app which focuses on the use of tilemaps to create the visual aesthetic of the various levels. The player, enemies and various effects were created using sprites and spritesheets. The addition of a shopkeeper, purchasable items and an option to earn coins for watching a Rewarded Ad all add to and enhance the user experience for a more well-rounded and polished delivery.

Skills: Creation and use of Tilemaps, Animated Tiles, Abstract Classes, Class Inheritance & Extendable Methods

No-Code VR

  • Player movement (move & turn)
  • Teleportation Anchors v Areas for movement
  • Teleport v Continuous-Turning / Snap v Continuous
  • NUIS relationship
  • Setting up hand controls to handle interactions: Direct, Ray, Teleport
  • How to create & use Physics Materials
  • Sockets for storage of key, hat, disguise, sword
  • Use of hinge component to make workable file cabinet
  • 3D UI components (joystick)

2D Space Shooter

A classic 2D space shooter built in Unity featuring player ships, enemy waves, power-ups, and a high-score system.

Beautiful Games

A collection of visually polished Unity scenes demonstrating lighting, post-processing, and environment design techniques.

Cinemachine & Timeline

Cinematic sequences created using Unity's Cinemachine virtual cameras and Timeline editor for scripted in-game cutscenes and fly-throughs.

New Unity Input System

Input Assets, Action Maps and KeyBindings with various modification options is the heart of player interaction and setting them up correctly can really enhance the player's overall experience.

Game Logic & Interactions I

Skills: Raycasting for movement, Instantiate an object at a point on an object, Use of layer masks, Firing and leaving bullet holes, AI Navmesh & Navmesh Agent, Waypoint system creation, Finite State Machine (FSM) creation

2.5D Platformer

The 2.5D Platformer project was a great experience from laying out levels and the Character Controller to the Collectables and disappearing walls for camera visibility into a difficult to see area.

Skills: Character Controller player movement with animation, Use of physics to affect a rigidbody (gravity, double jump, wall jump, push box, ledge grab), creation of collectable and associated logic, Camera Follow, Moving Platforms, Trigger Zones & Interactables, Audio Mixer component

User Input Games

The User Interface is probably the most important method of conveying information to the player. It contains a wide range of viewable and manipulatable components.

Skills: Sliders, Toggles, Text Areas, Buttons, TextMesh Pro, Horizontal/Vertical & Grid Layouts, Content Fitters, Scrollbars, Dropdowns, Input Fields