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Professional cloud developer, nature lover, and margarita taster; amateur game developer and guitar strummer. More Unreal Engine experience than I care to admit. I love God, rain, strawberry margaritas, and heavy music. I also love YOU 😊 Currently working on my multiplayer passion project, Shadows of Synthia... slowly but steadily.

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Shredder Rounds, Ether Mode, & Crosshair Updates (DevLog #15)

Shredder Rounds, Ether Mode, & Crosshair Updates (DevLog #15)

Shadows of Synthia

"Show don't tell", as the saying goes! In this article, I show off a collection of gameplay updates that have been completed and never shown, including...

New Scope, a Modular Character Model, and Rising From the Hiatus Ashes (DevLog #14)

New Scope, a Modular Character Model, and Rising From the Hiatus Ashes (DevLog #14)

Shadows of Synthia

In which I discuss coming back from a hiatus, the new scope of the game (features that have been changed, etc.), and creating a modular character model...

Magic System, Focus, and Payouts (DevLog #13)

Magic System, Focus, and Payouts (DevLog #13)

Shadows of Synthia 2 comments

Summarizing the work I've completed implementing the beginnings of the "magic system" (aka Ether Abilities), the Focus ability, and the payout system.

Sound, VFX, and Ragdolls... Getting Back Into It! (DevLog #12)

Sound, VFX, and Ragdolls... Getting Back Into It! (DevLog #12)

Shadows of Synthia

An overview of the work I've completed this past week on my first pass at weapon/movement audio, new visual effects, and cleaner handling of ragdolls.

Maps, Menus, & Basic Lobby System (DevLog #11)

Maps, Menus, & Basic Lobby System (DevLog #11)

Shadows of Synthia

In this article, I show some of the new environments I'm putting together to better facilitate testing various game systems, as well as the beginnings...

Refactoring & REST APIs... oh my! (DevLog #10)

Refactoring & REST APIs... oh my! (DevLog #10)

Shadows of Synthia

Update on how the networking work is going, my REST API application, and some code refactoring I finished yesterday.

Magic System Design & HUD Prototype (DevLog #9)

Magic System Design & HUD Prototype (DevLog #9)

Shadows of Synthia

In this article, I run through my initial HUD prototype and the basic structure for how I'll be implementing the Magic System in the game.

Magical FX & Crosshair Feedback (DevLog #8)

Magical FX & Crosshair Feedback (DevLog #8)

Shadows of Synthia 2 comments

A brief look at my prototype crosshair system, some FX I've created to provide more visual feedback to the player, and the first-pass implementation of...

Cover System - Advanced Cover Movement & Inclines (DevLog #7)

Cover System - Advanced Cover Movement & Inclines (DevLog #7)

Shadows of Synthia

Implementation details for move out of cover, SWAT from cover-to-cover, and vault cover while sliding. Also a high-level overview of how I got cover movement...

Cover System - Peeking Around Cover (DevLog #6)

Cover System - Peeking Around Cover (DevLog #6)

Shadows of Synthia

Brief summary of my work the past week on getting peeking around cover and left-handed animations implemented.

Cover System - Vaulting Cover & Efficient Movement (DevLog #5)

Cover System - Vaulting Cover & Efficient Movement (DevLog #5)

Shadows of Synthia

Some details on my vaulting cover implementation, additional decision on how to handle aiming in cover (and why the decision was made), and new options...

Cover System - Adjacent Walls & Aiming (DevLog #4)

Cover System - Adjacent Walls & Aiming (DevLog #4)

Shadows of Synthia 1 comment

Talking about my implementation for moving between adjacent walls of cover, aiming in cover, and a serious headache that had a simple solution.

Cover System - Basic Movement (DevLog #3)

Cover System - Basic Movement (DevLog #3)

Shadows of Synthia

Brief discussion on some updates I've made to my original cover system implementation ideas, and details on where I'm at with movement in cover.

Cover System - Design Philosophy & Implementation Ideas (DevLog #2)

Cover System - Design Philosophy & Implementation Ideas (DevLog #2)

Shadows of Synthia

Talking about my design principles for the cover system, the next big system that needs to be implemented in the game, as well as some initial ideas for...

Handling Third-Person Perspective Shooting (DevLog #1)

Handling Third-Person Perspective Shooting (DevLog #1)

Shadows of Synthia 1 comment

My first post on the game! Article talking about how I'm handling my line traces to deal with pesky third-person perspectives in shooters (especially...

What's Happening With "Lights"...

What's Happening With "Lights"...

Lights 2 comments

In which I discuss the future of the project! Very important for anyone following!

Weekly Update #11 - Scripted events, setting up scares, and a short teaser

Weekly Update #11 - Scripted events, setting up scares, and a short teaser

Lights 1 comment

In which I discuss briefly my work with setting up a creepy atmosphere, show a short teaser, and tell you about a two-week gap.

Weekly Update #10 - The Pit, Decals, and Screenshots!

Weekly Update #10 - The Pit, Decals, and Screenshots!

Lights

In which I discuss the current level I'm working on called "The Pit", briefly explain my love for decals, and show a few screenshots!

Weekly Update #9 - A brief update and... rain!

Weekly Update #9 - A brief update and... rain!

Lights

In which I briefly explain the hours I spent creating rain and a "wet" material in UE4.

Weekly Update #8 - Beginning the next area, implementing audio and a short video

Weekly Update #8 - Beginning the next area, implementing audio and a short video

Lights

In which I discuss the next major area of focus for the game, the different layers of audio used in game, and show a short video so you can hear some...

Weekly Update #7 - Expanding the dungeon and pacing

Weekly Update #7 - Expanding the dungeon and pacing

Lights

In which I talk about my current focus with the game and share a short piano piece.

Weekly Update #6 - Finishing the Grey Room + Preparing to implement voice acting

Weekly Update #6 - Finishing the Grey Room + Preparing to implement voice acting

Lights

In which I discuss the Grey Room development and talk about implementing more story elements for the next two weeks!

Weekly Update #5 - Voice Acting and Ongoing Level Design

Weekly Update #5 - Voice Acting and Ongoing Level Design

Lights

In which I discuss and share some voice work as well as briefly talk about where development has gone this past week.

Weekly Update #4 - Trial and Error, Grey Caves, and AI

Weekly Update #4 - Trial and Error, Grey Caves, and AI

Lights 1 comment

In which I talk about tediously building caves, working with AI, and show a video where the AI confuses me.

Weekly Update #3 - A messing around video and some new ideas for development!

Weekly Update #3 - A messing around video and some new ideas for development!

Lights

In which I talk about a couple new conceptual development ideas and show a video of me messing around in Unreal Engine 4 with an early puzzle design!

Weekly Update #2 - A new video, working on puzzle mechanics, and level design!

Weekly Update #2 - A new video, working on puzzle mechanics, and level design!

Lights

The 2nd weekly update, in which there is a short new video and I talk about what's happening with development currently!

Weekly Update #1 - Voice acting and puzzle creation!

Weekly Update #1 - Voice acting and puzzle creation!

Lights

An update in which I discuss working on puzzles, voice actors, and show some teasy screenshots!

Some teaser footage for fun and current developments!

Some teaser footage for fun and current developments!

Lights 1 comment

I've just uploaded some short, random teaser footage for fun! Also, what is currently happening with development...

"Lights" development is underway!

"Lights" development is underway!

Lights

Hello! Thanks for stopping by and checking out my newest project, "Lights." Development has been active for a little over 2 months now and so far I'm...

Archiving game and future plans

Archiving game and future plans

Imperfection

It seems it's time to move on... archiving game, and possibly joining a team of developers