Out of Water, an original IP
A 3D platformer collectathon built for two players on one sofa, in splitscreen, starring a turtle and a seagull. I own the character and enemy gameplay code, and I work in engine across:
- Component driven state machines for both playable characters and the enemies, rebuilt from single file controllers
- The co-op moveset that hangs off them, and the game feel around it
- Performance: GPU driven rendering, quality tiers, LOD and culling passes, measured branch to branch with a profiling tool I wrote for the team
- The splitscreen plumbing underneath co-op: per player device routing, cameras and character swapping
- A UI Toolkit front end on a shared token system: HUD, character select, pause, save slots and a controls tutorial
- A decoupled FMOD layer the audio team plugs into
- Blockout interactables and editor tooling the level designers build puzzles from
- Water, caustics and bubble shaders, in Shader Graph and in hand written URP HLSL
- Supporting systems the rest of the team works through, including collectable saving and an in-game debug console