FEATURED PROJECT

RagBrawl

Unreal Engine 5 C++ Blueprints Networking Systems UI

What it is: An online 12-player third-person shooter/party game. Take control of a Tuffling and win the attention of your creator. Players have access to a variety of movement options such as ragdolling, custom gravity, and grappling hooks. This concept was created as part of my college capstone and was passed through greenlight to continue production in the following semester.
What I did:
  • Built on top of Unreal Engine's CharacterMovementComponent in C++ to create custom networked movement.
  • Created a system in C++ to allow characters to have custom gravity in a networked environment.
  • Utilized the Unreal Engine Online Subsystem to create a lobby hosting and joining system in C++
  • Exposed backend C++ networking functionality to Blueprints to ease UI implementation
  • Made spatial audio play for all clients using Blueprints.
Team size: 13 (originally 7)
Project time period: 8 months (September 2022 - April 2023)

ABOUT ME

Hi there!

My name is Colin and I'm a game programmer specializing in network and systems programming. I work in both Unity and Unreal Engine and have worked on both front-end and back-end systems. I have experience with C++, C#, Python, and Blueprints.
Besides making games, I...

Hi, it's me!

SHOWCASE

Back in my Day

Unity Engine C# Networking Systems Steamworks
What it is: An online co-op game all about fighting bullies while trying to get to school. Players can pick up various items to boost their stats and use special weapons with their buddy. Back in my Day was created in 10 weeks for the 2022 Ubisoft Game Lab Competition and was nominated for best game design. The game was created in Unity and networked using the Steam backend and Facepunch Steamworks. Check it out on itch.io here: jollycoopco.itch.io/backinmyday.
What I did:
  • Implemented data serialization for packets so information could be sent across the network.
  • Created a framework for Remote Procedure Calls to call functionality between clients and server.
  • Added networked movement for objects that move during the game (players, AI, obstacles).
  • Synchronized narrative beats and other sound effects between players.
  • Used the Steam lobby backend to create a simple matchmaking system.
Team size: 8
Project time period: 10 weeks (February 2022 - April 2022)

Busy Bee Movers

Unreal Engine 4 Blueprints Gameplay UI Networking Game Jam
What it is: A side-scrolling co-op game about moving a TV through a city. Each character can only see in front of them so players have to communicate to safely get through obstacles. Supports LAN / online play. This game was created in Unreal Engine for the ArtCenter 2021 Game Jam. It won the Best in Theme award and placed second in the community vote. Check it out on itch.io here: rhyssullivan.itch.io/busybeemovers.
What I did:
  • Networked obstacles using Blueprints.
  • Created and programmed UI using Unreal's UMG system.
  • Implemented checkpoints.
  • Bugfixing.
Team size: 2
Project time period: 48 hours (March 2021)

Party Cards

Unity Engine C# UI Systems Mobile
What it is: Party Cards is a mobile local multiplayer game aimed to be played, unsurprisingly, in party situations. I learned about and did paired programming with a recent Champlain College alumni for Party Cards. This project was still in the early stages so most of the work was for the backend and UI.
What I did:
  • Flinging cards
  • Touch controls
  • Deck creation and card filters
  • Different style sheets
  • Model-view-viewmodel implementation
Team size: 2
Project time period: 6 months (January 2021 - July 2021)

Focus Pocus

Unity Engine C# 2D Systems UI Gameplay
What it is: Focus Pocus is a game where the player has to balance completing the task they are assigned and keeping boredom down by playing with other objects around the classroom. This project was aimed to educate younger students about ADHD who may not know about it.
What I did:
  • Task system for players to interact with
  • Physics for throwing objects around
  • Shaders
  • UI Programming
  • Objects utilizing Unity's hinges
Team size: 7
Project time period: 4 weeks (February 2021 - March 2021)