Rob

Drury.Net

Unannounced - Klei

While there are many things that I could say about my responsibilities on this project, I feel that a recommendation one of my coworkers left me on linked in says it best:

I worked with Rob on an unannounced game, where both Rob and I did a mix of programming and design. One of the features that Rob came up with was simulated ropes. The project used a custom physics engine, so we couldn't use an off the shelf solution. At the same time, neither of us had a lot of experience with that sort of physics simulation. Proving that we could pull it off was a major technical challenge.

Rob took the initiative on learning the details of how ropes can be simulated in real-time within our engine. This involved learning how constraint solvers work in modern physics engines, but there was also the challenge of working with the existing physics code. Because we used a custom physics engine (due to the gameplay requirements of the project), Rob also had to understand how that system worked in detail. Overall, I was impressed by his ability to pick up a completely new subject and create a major gameplay feature from scratch.

The rope prototype was successful and it will result in several new gameplay mechanics that will be very valuable to the design side of the project. I can confidently say that without Rob's initiative, ropes wouldn't have existed in our game.

Platform: PC
Language: C++ / Lua

Responsibilities:

  • Implementing and maintaining key gameplay features
  • Supporting cross discipline technical needs
  • Aiding in feature design
  • Prototyping tech for potential features
  • Debugging and Polish

Contact

E: rob.drurydev@gmail.com

P: 604-726-7651

LinkedIn

Resume

Download it HERE