

Survivors-like game created in a custom C engine - 4 person team
Fever Dream
Contributions:
Enemy Behaviors
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Designed 3 different enemy types, giving players more challenges while traversing levels.
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Created behavior trees for each enemy, letting player discover enemy types and how to engage areas​
Level Design
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​Starting tutorial area gives player time to understand player mechanics such as wall jump and rail grinding.
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3 tutorial areas and 3 major areas for testing player mechanics, testing player mastery.
- Final area where player uses all mechanics
- Fast-speed airborne climax​, signifying end of game.
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Contributions:
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OpenGL utilizing GLFW
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Component Manager utilized by objects ie Renderer, Sprites, Physics, Mesh, etc for game objects
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Particle Emitter
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Random enemy spawn locations
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Transition Scenes
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Contributions:
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Designed and implemented player controls
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Developed multiple enemy types with unique behavior patterns, creating a more dynamic engagement for players
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Created engaging boss encounters with custom abilities designed to challenge players’ deck builds and planning.
Gambler's Fallacy
Fast-paced 3D platformer made in Unreal - 9 person team
Chemical Overdrive

2.5D Rogue-like made in Unity (Current Project) - 9 person team
Team Projects
Solo Projects

Top-down spaceship shooter game created in Unity
Gunship
Contributions:
- Created 3 different ships with varying stats/attacks
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Created drone ships that would home in on a dot that would move around the map
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Camera fixed on a map, and zooms in/out depending on player speed
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Created boss with 4 different components and varying abilities​
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Enemy spawn timer based on amount of enemies in play
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Slow-mode and fire particles when ship low on health
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Text that all relayed different information via scaling, fading, moving, etc.
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Player ships have Auto-mode behavior
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Collected telemetry data on ship speed/acceleration and deaths
Card game with some poker rules created in Unity
Poker-like

Contributions:
- Game utilized some poker rules such as Pair, Three of a Kind, Four of a Kind, Straight
- Implemented object movement on the table which made objects faster/slower in certain points of time in overall movement for a more lively feel
- Menu buttons all had different transform effects
- AI Player behaviors varied in how they played, challenging the player differently.
- Chips would position around certain points, give more realistic feel of pilling/stacking chips.
- Collected telemetry data on player hands, chips, and wins/losses in each round; Used to balance different AI behaviors changing how player thinks to play against each character.
Small Rogue-like PCG game made in Unity
Rogue-like PCG

Contributions:
- Consists of three "Biomes" which all utilized different rooms and corridors to create a level. Adds dynamic feel as players traverse areas.
- Each tile in a corridor had a chance of adding an enemy for specific biome, creating dynamic environments for engagement.
- Each room created an enemy encounter with options from a list of enemy types and power-ups, challenging players with risk vs reward.
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- Dead-ends would have a chance of creating player power-ups, incentivizing exploration.
- Enemies scaled in difficulty in higher tiered biomes, giving player a sense of progression and challenge.
- Created boss which utilized multiple attacks, keeping player engaged and wary.
Simple walking-sim made in Unity
The Trials

Contributions:

Hello! My name is Chris Phillips and I am a Gameplay Programmer/Software Engineer with experience in Level Design, Enemy Behaviors, and QA. Take a look below to explore my portfolio work.