
About the project
A 2d platformer horror game built with a custom engine. The custom engine used OpenGL for drawing graphics. Engine architecture was based off of OOP principles, and included several primary systems including a game loop, scene manager, object manager, signaling system, and a level editor. Used component-based architecture to give functionality to objects, similar to Unity.

What I learned
Working in a homebrewed engine is really fun! It's also really slow to develop initial systems, but once they are made, you understand exactly what is going on under the hood much more.

What I contributed
Led development of a level editor integrated with a custom game engine; supported object placement, playtesting, and file management. Utilized pair programming to develop a game object manager for a custom game engine. Collaborated with designers to implement features for efficient iteration. Utilized a JSON serialization system to enable save/load of level data. Developed an efficient game object manager for the engine, necessary to maintain strong performance.