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IDO Logo.jpg
IDO: Image

IDO is a 3rd Person Hack N Slash. 

As Tech Lead, I was responsible for the maintenance of the project files as well as the implementation of designs.  I created and managed the source control server using Tortoise SVN.  

IDO: Text

Game Screenshots

Level Beginning
Ball Puzzle
Memory Puzzle
Cloak
IDO-3.png
IDO-4.png
IDO-1.png
IDO-2.png
IDO: Gallery

Blueprint Examples

Memory Puzzle container
Fear Boss BP
Ball puzzle container portion
Fear Behavior Tree
Fear Boss Arm Sweep
AI perception altered by cloak
IDO: Gallery

My work on IDO

AI Behaviors
Puzzle systems
Interactions between the player, the world, and enemies
Combat mechanics
Cinematics
Work in both Blueprints and C++
Managed and guided the Tech Team to accomplish our many goals
Facilitated communication between departments to achieve over-arching goals
Managed source control

IDO: Bio

Files

Click to Download

Build

Vertical Slice

This the Vertical Slice of IDO.  This represents the first level of the game.

Contact me for the final build of IDO

IDO: Files

IDO Post-Mortem

IDO was by far the largest and most ambitious project I've worked on.  It was also the longest project with the largest team.  In fall we had 12 people, and in Spring we had 20.  When I came onto the team, I was simply a programmer.  The leadership quickly realized I was suited to be Tech Lead and I took over as that position.  IDO's Vertical Slice was a resounding success, and we won the overwhelming support of our peers.  I learned a lot that first semester, and was eager to help guide the game towards the ultimate vision.
Spring was a different beast.  The team expanded by 8 people, including 2 new programmers.  A large focus of the tech team in Spring was introducing more C++ code base to optimize the game.  We also worked to expand mechanics and the combat system.  
Despite my best efforts, the IDO team environment deteriorated throughout Spring.  We didn't accomplish what we wanted due to a lack of proper organization and focus on the most crucial aspects of the team.  With the onset of the COVID-19 Pandemic, UCF closed all campuses and we were forced to go remote to finish out the semester.  In the final week and a half we really pulled together and made a product that we could be proud of.  It wasn't what was dreamt of, but I was still proud of what we produced.  IDO will always be the game that I didn't sleep for 36 hours to complete.  I don't regret anything I did when it came to the project, I only wish I had been in a position to do more.

IDO: Bio
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