JACK ANTON

Gameplay Engineering

Coin Blaster (Plethora 2's minigame)

Defeat the enemies before the time runs out

Total Users: +70575

Roles:

  • Project Manager.

    I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.

  • Gameplay Engineer.

    I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.

  • System Engineer.

    I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.

Treasure Hunt (Plethora 2's minigame)

Collect the require amount of gold before the times runs out.

Total Users: +68049

Roles:

  • Project Manager.

    I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.

  • Gameplay Engineer.

    I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.

  • System Engineer.

    I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.

Meme Monster Pop (Plethora 2's minigame)

Defeat the required number of enemies enemies before the time runs out

Total Users: +69332

Roles:

  • Project Manager.

    I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.

  • Gameplay Engineer.

    I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.

  • System Engineer.

    I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.

Plethora (Original)

Multiplayer, race, obstacle avoidance game.

Total Users: Data not available

Roles:

  • Level Designer.

    I wrote concepts for level design, built prototypes, and I ran unit tests for the levels until they were ready for production

  • Gameplay Engineer.

    I wrote the game mechanics for the character controller, game condition (lose/win), loot system, obstacles and AI (Bots)

  • System Engineer.

    I wrote systems for the UI flow, scene transitioning, data storage using MongoDB, profile, battle pass system system and quests system.

  • Multiplayer Engineer.

    I was a core contributor of the multiplayer and matchmaking system.

  • UI/UX Designer

    I was a core contributor to the design of the game's interface.

ABOUT

I am a passionate game designer and full-stack developer with a strong foundation in game design from Full Sail University. My journey began with a love for Minecraft, where I built custom commands and mechanics, and it has since evolved into a focus on creating engaging gameplay mechanics and systems since 2017. At the heart of my work is the joy of watching players immerse themselves in the mechanics I create.

SKILLS

MANAGEMENT

Leadership

Team Building

Team Management

Project Management

Confluence

Google Docs

Git

GitHub

Plastic SCM

Perforce

DEVELOPER

Multiplayer

Full-Stack

HTML5 Games

C#

Java

Javascript

TypeScript

Scala

LUA

ReactJs

NextJs

APIs

ETH Solidity

ICP Motoko

Mongo DB

Playfab

Firebase

SOFTWARES

Unity6

Unreal Engine 5

Visual Studio

Visual Studio Code

DESIGNER

Level Design

Gameplay Mechanics

Game Systems

UI/UX

Unity Animations

Unity Cinemachine

Unity Builder

© 2024. All rights reserved!

Made with: NextJs | TypeScript | Tailwind | Framer Motion