![]() Creation of sprite sheets / texture aliases for various iPhone/iPad screens via TexturePacker now for SpriteKit.Use of PhysicsEditor to create / edit various particle effects as well as various play/enemy/powerup contact physics.Level structuring dynamic scrolling credits class that utilize.Twitter, Facebook Open Graph API for player data sharing on social networks in long running Tenshi-Oni project.Experience with ARC memory management, memory allocation practices before ARC as well latest game loop structure as of XCode 6 / WWDC14.Tenshi-Oni coded in Objective-C/Cocos2d with everything from intro scenes, levels, game logic, enemy-player hierarchy voice acting and music all hardcoded without storyboards or.sks files soon to be converted to Swift with a focus on best practices for hardcoded game logic, scene/storyboard hierarchy.ipa ad-Hoc distribution for Q/A Testing will soon use TestFlight instead Originally Distributed Tenshi-Oni game's Alpha version via.Utilizing Apple Instruments Xcode 6 for debugging, CPU, FPS memory management.Developing a separate, simple 2D game entirely in Swift and SpriteKit to ship before Tenshi-Oni 2014.Early understanding of Apple Metal and C 11-coded shaders using Metal API.Continued Development of an on/off video game project that began in 2011 called Tenshi-Oni currently rewriting code to Swift, SpriteKit SceneKit from past Objective-C / Cocos2D / C code 2011-Now.Understanding of new SpriteKit/SceneKit objects like PhysicsBody Constraints and Inverse Kinematics.Working in Swift programming language, Objective-C some C Apple Metal API Mid 2014- Now.Published Swift-Developed Game PikiPop to iTunes Nov 2014. ![]() Late 2014 / Early 2015 Did minor work / training with LLDB / Breakpoint debugging in XCode.Basic understanding of the graphics pipeline of Vertex Buffers, Fragment Buffers, attributes and VBOs Late 2014 / Early 2015 Some work training in making custom Shaders custom particle emitters in OpenGL ES 2.0 with the help of IOS's GLKit framework.Early 2015 Trained on newer IOS concepts and best practices like Storyboards, Segues, navigationViewControllers and other types of viewControllers.Game logic C scripting in MonoDevelop with game loop functions like Start, Awake, FixedUpdate, LateUpdate and Update as well hashing references to various animation and general components. Using animation controllers, Event calls and keyframe animation for character, stage GUI animations. UI components in the 4.6 and above updates like Canvus, UI image, text, etc. Character mesh animations, animation controllers and blend trees. Camera movement using linear interpolation smoothing. Unity concepts including prefabs, Navmeshes, rigidbody, colliders, plus other physics components. Late January 2015 Began a work on Unity game development to broaden application deployment of past and future projects.Unity 5 features like global Illuminated GI lighting, GI lighting based on skyboxes, continuously baked lightmaps, audio mixer objects, snapshots, TransitionTo scripting. Early 2015 Continued focus on Unity/C game development with the GDC2015 public release of Unity 5.IOS /Unity Game App Programmer / Designer
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