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Projects
A collection of features and games I shipped at Bungie on Destiny 2 and Marathon, and on personal projects

Activity Customization

Destiny 2

Lead the UI engineering effort for Activity Customization in Destiny 2, building a system for designers to create a modular system of skulls and slots that players can use to set up their activity. This represented an overhaul in UI presentation and activity paradigms to feature a new difficulty tier system, mutual exclusion of skulls, previewing the effect of applying a skull, projecting a score estimate and its associated rewards, as well as previewing the awards for various score bands. This also included a system for remembering player selections and automatically loading them to improve the UX of selecting a large amount of choices frequently.

D2ActivityCustomization1.jpg

Gear Mismatch Warning

Marathon

Added a warning into Marathon's modular ready warning system to alert the player that they are attempting to ready for a run with an item equipped that isn't compatible with their currently selected runner shell.

MarathonWarnings.png

Pacman AI Search & Battle

Python

This project was the UC Berkeley AI Pacman Battle Problem completed in my Artificial Intelligence course and written in Python. The game pits two teams of two agents against each other where they need to cross over to the enemy food, eat food, and return safely. This project was done in a team of 2, where I mainly coordinated the behavior of a Defensive Agent that used search and probabilistic reasoning to protect the home side.

PacmanBattleDemo.gif

Featured Quests

Destiny 2

This feature improved the focus and discoverability of quests across Destiny 2 releases by providing a front page view of the most important quests players should be focusing on. This included QOL features for choosing which quest tab players care about starting on, prioritizing player-tracked quests, and intelligent quest sorting. Work was also done to link quests directly to their associated activities, and improve quest backends so that they didn't need regular upkeep from designers to be associated with the correct art and release.

D2FeaturedQuests.jpg

Ghost House

Unity/C#

Ghost House is the UTD GameLab Game of the Spring 2022 semester. Ghost House is a point-and-click narrative game made from scratch by a team of about 40 students. I was one of seven programmers and was in charge of programming the game state systems, including saving and loading the game, and keeping track of the game state in the branching narrative. I was also put in charge of implementing settings options and main menu functionality, as well as journal and progress UI. This game and previous games can be found here

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