Hi There, I’m Zach, I’ve been using UE4 since release, completed one mobile game, worked on 4 long term projects with a team, and have one console/pc game slated for release this year.
I’m a generalist, meaning I’m familiar with nearly every feature of the engine:
C++ - While I do have a solid grasp of C++ it’s not the fastest method for me to work with, I’m much more rapid with Blueprints.
Blueprints - There’s very little I can’t accomplish with Blueprints, which is great news for artists and rapid prototyping. I typically work modularly, allowing artists and other developers to use tech-art tools to tweak and iterate on the fly. I can do gameplay, frameworks, saving/loading, state machines for characters, work with physics, you name it.
Networking - I can work with the ins and outs of replication, optimization, and syncing, and have made fully networked and optimized multiplayer with Steam integration
UI - My favorite aspect of development is UI, I can create nested menus and the back and forth logic, as well as clean, easy to navigate design using multiple inputs.
Level Design - I can create a variety of sandbox elements and tools to help developers churn out rapid prototyping, on games both small and large-scale open world. I also have a firm grasp of Landscape tools.
Animation - I have a very solid grasp of Animation Blueprints, and provided a rigged character and animations, I can set up a smooth animation blueprint.
Additionally, I’m familiar with a number of external programs: Photoshop, FlStudio, Audacity, Maya, and I have a beginner-intermediate understanding of Houdini FX
A small showcase of completed or in-dev work, done 100% in blueprints:
In-house prototype, completed in 8 weeks: War on Zombies
War on Zombies Trailer
Unannounced internal project, first person shooter:
This is a project that has just begun, and is only in the prototyping/preproduction phase. This video showcases roughly two weeks of coding, but features several robust features, such as: advanced movement system (Sprinting, crouching, dodging, climbing, vaulting, air strafing, and bunnyhopping), advanced weapon system(2 slots, fully custom gun variables, weapon switching and swapping, accurate bloom, hitscan, impact force, melee, and holstering), advanced AI(Patrol, attack, hold, retreat, search, advance), all networked for multiplayer.
This video is a follow up using some placeholder assets. This shows off a completely custom shader intended for this project.
This is my work on a Bionicle Fan game, all gameplay mechanics and animation Blueprint are my work, art provided with my direction by other team members
Super Cubiform (In development, Currently Alpha)
Here is the most recent preview for Super Cubiform, showing off a controller-navigable custom menu, post process shaders, and a rough first pass of a challenge mode:
Here is early Alpha footage of Multiplayer:
This video shows the context-sensitive nature of the game, requiring the player to adopt the correct color to interact with certain objects, such as the socket and physics surfaces, which are modifiable on the fly and in-game.
This video shows off a Blueprint portal system, with both portal rendering and physics. This Blueprint is very extensible; it can allow for theoretically any number of pairs of portals, without any hiccup in in rendering or pairing. The portals simply need to be added to the same channel and will work from there
This video shows off some physics assets in the game, particularly the accurate nature of the reflective surface, as it only bounces you at the height you fell from.
This video shows off the various surfaces in the game that modify the players behavior, including a gravity surface. These surfaces also operate on a context-sensitive basis, requiring the player to have the same color.
3d character, 1 week work in progress
I’m also very adept at communicating ideas, and have a few tutorials available for viewing here: http://bit.ly/2nK59zR
You can contact me through email at: [EMAIL=“Zachary@NonLocalitySoftware.com”]Zachary@NonLocalitySoftware.com