barryday.dev

Doghouse

2023 - Present

A first-person survival-horror game about a boy searching for his lost dog, built in Unreal Engine 5.

  • Built core gameplay systems with C++ and blueprints, including a first-person player controller with items/inventory, gun combat, a responsive HUD, and a dynamic day/night cycle
  • Engineered a variety of enemy AIs that dynamically react to light using behavior trees
  • Designed 3 levels, including blockouts, puzzle mechanics, navmeshes, and environmental storytelling
  • Utilized version control and project management tools for team coordination

Last Lunar Air

2021 - Present

A Gameboy-inspired Unity side-scroller about skateboarding on the Moon, developed entirely solo.

  • Designed and built all game systems, including the “skateboard trick” gameplay loop, a custom low-gravity physics engine, real-time procedural level generation, and an adaptive FMOD-integrated audio system
  • Utilized object pooling, nested prefabs, event handling, scriptable objects, singletons, and the Unity Profiler for optimization and maintainability
  • Created all art assets and sfx/music, implemented particle FX, and built a custom animation state machine for the player, UI, and cutscenes

Sally Says Die!

2024

A top-down puzzle-platformer about escaping a hellish kid's birthday party, made in 48 hours with a team of 3 for the 2024 Global Game Jam.

  • Programmed all player mechanics, including health, items, and inventory
  • Designed and implemented all enemies and built a FSM-based AI framework
  • Collaborated on a dialogue system and assisted my teammate with learning the Unity engine

Intergalactic Burger War

2019

A fast-n-wacky card game where players compete to build the best damn burger in the Cosmos, made in 10 weeks entirely solo.

  • Designed a rules system and mechanics for 30 unique cards
  • Utilized graphic design principles and researched retro art to create card layouts that communicate gameplay in a concise, appealing manner