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Training Simulation & Games

Role: Game Programmer

Duration: 2022 - 2023

Studio:  King Crow Studios

Genre:  Simulations & First-Person Games

Platforms:  PC, VR

King Crow Studios is an SBIR Phase III award-winning firm that offers multi-platform software development in areas such as simulation training and virtual reality game development. From contractor to full-time programmer, I've worked on training simulations and multiplayer projects; each project had different needs, but during my time here, I focused on the flagship training simulation projects, VRTP-B52 and S.T.E.P.S XR Training Simulations, before moving to our unreleased multiplayer project, Mall Cop Madness. 

VRTP B-52

Contracted customized VR procedure training (VRPT) modules for the United States Air Force for B-52 pilot training

kcs-b52-cockpit.jpg

During the transition of the project to Unity's XR Interaction Toolkit, I reworked how UI interactions function throughout the simulation. I extended the XR Base Interactor class to implement hover-loading and one-tap interaction options to provide versatility between gameplay and menu selections. 

Multiplayer Scripting

Through collaboration with programmers, I learned how to script multiplayer features and content over the network. I added network components to the majority of GameObjects in the cockpit and wrote custom network scripts for the Radio and Screen systems to sync across the network.

My biggest contribution was creating the entire lobby menu and allowing up to 3 players for one training session through client and host server.

S.T.E.P.S XR Training

"Structured Training and Evolved Process (S.T.E.P.) is a proven, next-generation training system designed by our XR developers"

Weapons Training Mode​​

I had ownership and was the sole designer for this game mode. I level-designed three different locations for the weapons training mode, such as normal, sci-fi, and western-themed range locations. I scripted the menu and selection options for users to customize their experience to their liking, which included options for location, weapons on the table, and target types for them. Lastly, I implemented a scoring system for replayability, allowing users to challenge their high scores every session.

​Fire Safety Training Simulation​​

I spearheaded the design of the simulation and reused the simulation systems previously used in B-52. I owned the design of both warehouse and office locations, as well as the implementation of several GameObject interactives, voice-overs, and fire-tracking systems to help advance the user through the simulation. 

MALL COP MADNESS (UNRELEASED)

Semi-open-world first-person multiplayer stealth-and-chase where hooligans complete disruptive task games while the taser-wielding Mall Cop hunts, carries, and books them into jail to score!

Minigames and Gameplay Design

I designed and quickly prototyped five minigames to enrich the open world for players to explore and engage with. I took responsibility for several features related to the Mall Cop role, such as shooting, aiming, and detecting other players.

I collaborated with programmers to refine these core mechanics. Additionally, I implemented indication systems to help hooligan players track one another during gameplay, preventing confusion caused by the ambient crowds.

Technical Design and NPC Creation Tools

Alongside my primary responsibilities, I led the development of the game's crowd AI systems to improve the ambient environment. To simplify the AI development process, I created a system for NPC creation that removed the need for our developers to manually drag and drop NPCs into the world, then drag and drop assets to customize them individually. This enabled our art department to incorporate over 50+ custom low-poly assets and outfits for NPCs to wear.

I collaborated closely with the art department to ensure asset placement for NPCs, from head to toe, aligned with our vision. I made sure this system was user-friendly for the team, significantly speeding up their ability to populate their designated areas.

To further enhance the system, I utilized Unity's Editor scripting tools to develop a customizable tool that both the programming and art teams can use to configure their NPCs in specific zones, offering five different options for selection, such as head, clothes, shoes, skin, and idle animations.

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