Unity Hero for Hire (Game Development in Unity) by Will TeixeiraUnity Hero for Hire (Game Development in Unity) by Will Teixeira
Unity Hero for Hire (Game Development in Unity)Will Teixeira
Do you need a hero to save your project or bring it to new heights?
I will help you develop your title to completion. I will work with your team to implement and improve any Unity game.
What's included
MVP (Minimum Viable Product)
At the end of the project you will have an MVP.
FAQs
Steam, PC, Mobile, VR, Mobile VR, Android, iOS, Xbox One, PS4
I have many years of experience working in AI in video games. I improved the hireling AI in DDO back in 2014. I also created the AI for Underworld Overlord (a VR RTS game) and I also created and managed the AI in Underworld Ascendant (a dungeon crawler heavy physics FPS game). These two games actually used a very similar system of goal oriented action planning, so similar that I just copied the code from the alpha prototype of UA into the UO game.
Yes. I've worked on teams as small as 10.
Yes, I've finished dozens of game jams. You can find some of them on my portfolio page. https://willteixeira.com/category/game-jams/ If you don't know what a game jam is, it's a time-limited run of making a game, usually from scratch. They vary from 48 hour game jams to one whole month.
Yes. I've worked in a Triple-A studio where the team size was 50+. At the peak my gameplay engineering team was around 11.
A lot. On Underworld Overlord we had to get the game running in VR (2 cameras) on smart phones that came out in 2015. Rendering was the biggest issue since mobile phones don't have big video cards. On Underworld Ascendant for Update 1 we decreased loading times of levels by about 80%, we also nearly doubled the framerate. For that game it was a combination of everything that could use improvement so it wasn't just one thing that we could focus on. The performance improvements were mainly to help the consoles run the game since those consoles were far inferior to PCs at the time. We ran profilers locally, on xbox/ps4, and we also had an automated profiler that would take general snapshots of all levels at various angles to give us more data on how well our improvements were working.
Unity Hero for Hire (Game Development in Unity)Will Teixeira
Starting at$65 /hr
Tags
Jenkins
Node.js
Unity
AI Developer
Game Developer
Do you need a hero to save your project or bring it to new heights?
I will help you develop your title to completion. I will work with your team to implement and improve any Unity game.
What's included
MVP (Minimum Viable Product)
At the end of the project you will have an MVP.
FAQs
Steam, PC, Mobile, VR, Mobile VR, Android, iOS, Xbox One, PS4
I have many years of experience working in AI in video games. I improved the hireling AI in DDO back in 2014. I also created the AI for Underworld Overlord (a VR RTS game) and I also created and managed the AI in Underworld Ascendant (a dungeon crawler heavy physics FPS game). These two games actually used a very similar system of goal oriented action planning, so similar that I just copied the code from the alpha prototype of UA into the UO game.
Yes. I've worked on teams as small as 10.
Yes, I've finished dozens of game jams. You can find some of them on my portfolio page. https://willteixeira.com/category/game-jams/ If you don't know what a game jam is, it's a time-limited run of making a game, usually from scratch. They vary from 48 hour game jams to one whole month.
Yes. I've worked in a Triple-A studio where the team size was 50+. At the peak my gameplay engineering team was around 11.
A lot. On Underworld Overlord we had to get the game running in VR (2 cameras) on smart phones that came out in 2015. Rendering was the biggest issue since mobile phones don't have big video cards. On Underworld Ascendant for Update 1 we decreased loading times of levels by about 80%, we also nearly doubled the framerate. For that game it was a combination of everything that could use improvement so it wasn't just one thing that we could focus on. The performance improvements were mainly to help the consoles run the game since those consoles were far inferior to PCs at the time. We ran profilers locally, on xbox/ps4, and we also had an automated profiler that would take general snapshots of all levels at various angles to give us more data on how well our improvements were working.