Jordan Han
Game Developer
Projects
Grand Theft Auto 6 - Associate Game Systems Engineer

Responsibilities:
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Collaboration with game content designers on the creation of new game systems to facilitate development of new game content.
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Programming in C# to develop game systems to be used within the context of areas of the project the team was responsible for.
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Implementation of said systems within the games contexts which used them.
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Iteration on these systems as required when given feedback by key stakeholders and team members.​
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​Centralisation of existing game systems to reduce duplicate code and optimise the workflow of starting up development of new content within the game which utilised the same system.​
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Providing written and verbal explanations of these centralised systems to instruct fellow developers and stakeholders on their uses and limitations.​
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Working within an international development team towards completion of a larger project.
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Effective collaboration with developers based in differing studios and time zones.​
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Data Authoring & Validation Tool

Responsibilities:
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Conceptualising the initial tool after doing research into existing options for authoring game data.​
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Designed the tool and its functionality in advance of making the prototype tool.
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Formulated a plan for which elements to implement in which order, prioritising getting a minimum viable product up and running first before non-essential features.​
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Iteration over the tool informed by user feedback gathered using a Google Forms survey.​
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Formulated test scenarios to guide the testing user through ​first use of the tool, mimicking a work-like scenario.
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Thorough documentation of the design, process, and user feedback via the written dissertation backing the tool up.​
Scanner & Printer Mechanic

Responsibilities:
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Full design of the scanning and printing mechanics.
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Planning out the various elements required to get the mechanic functional on-paper before programming.​
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Creation of flow charts to show the required order of operations under the hood.
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Iteration of elements which would affect the feel of the mechanic as the player uses it.
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Full programming of the scanning and printing mechanics.
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Prototyping functionality in blueprints​, then porting functionality to C++ for improved performance.
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Production of documentation explaining the mechanic's inner workings and development process.​
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Justification of elements being exposed to designers in-editor for their alteration.​
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Reflection on potential improvements to the mechanic.
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Flight Of The Electrodud: 2.5D Edition

Responsibilities:
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Creation of the 3D models used in-game via Blender.​
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Modelling the meshes, then UV unwrapping, and texturing them.
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Programming the player object, including balancing gravitational strength to recreate the feel of the previous version of the game.​
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Exploration and research into the Box2D and G.E.F. systems to find the optimal use of their features to create the game's primary functionality.​
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Programming the platform spawning system.
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Supporting varying the size of platforms without distorting the 3D models.
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Ensuring the random spawn of platforms occurs in a way which always makes continuing to play the game possible.
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Implementation of audio into the game system.
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Providing volume level control within the game's menu.​
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Impostor Syndrome Gallery

Responsibilities:
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Taking the concept of an explorable gallery of works and expanding it to a functional prototype from start to finish.
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All level and environment design.​​
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Utilising art assets from my previous works, as well as creating bespoke art assets when required.​
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Programming of all player functionality, including environmental interactivity.
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Production and/or editing of all audio utilised within​​ the prototype.
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Editing of sound effects, whether sourced online or from my own personal soundbank.​
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Composition and balancing of music in FL Studio.
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Utilisation of Wwise middleware to implement audio within the Unity project.​
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Use of the rooms system to afford various sections of the environment different audio qualities.​
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Use of game parameters in Wwise to alter audio qualities and effects depending on the values.
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Creation of dynamic music, including horizontal sequencing and vertical layering.
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Compression of audio using appropriate formats to strike a balance between CPU usage and storage space usage.​
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Net Carbon

Responsibilities:
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Player character functionality.
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Working with designers to improve the player character's feel during gameplay.​
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Minigame implementation.​
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Iterating on the feel and fluidity of the minigames while preserving factual correctness of the gamified processes of carbon capture and storage.
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The day progression system.
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Adapting the system for linear time progression and free-switching between factory and flat depending on game needs and client desires.​​
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Game balancing with the designers.​
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Calculating estimated values of tasks a player is likely to do in each stage of the game versus overall stage time - and presenting other example difficulty presets and testing their effects - to give all team members a better idea of how adjusting specific values would affect balance, player task load, and overall playtime.​
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Noting client needs for the game and giving realistic estimates for time to complete features, including communicating when a feature is infeasible for any reason.
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Utilising Trello for keeping myself accountable for completing tasks on time, as well as tracking bugs and teammates' progress on tasks which interlinked with mine.
Hunters Of The High Road

Responsibilities:
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Programming of the player character functionality.
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Working with other programmers to create a combat system which works for both player and bosses.​
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Working with designers to improve the player character's feel during gameplay.
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Management of​ the project's source control, including being on-call to resolve branch merging issues.
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Writing technical documentation.
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Working with the sound designer on audio implementation with Wwise, handling the majority of the Unity side of it.
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Optimising the game's storage space needs at the end of development, reducing the amount of space required by 64%.​​
Graveyard Shift Dialogue System Prototype

Responsibilities:
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Planning out underlying systems to the dialogue system while creating a game scene and concept to build it around.​
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Coding additional JSON-reading utilities on top of Unity's provided functionality to streamline the file I/O of the system.
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Writing dialogue and functions to be run during a conversation for testing the system in action in the game context.
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Programming UI support for the dialogue system itself, and switching between the system and first-person movement gameplay.
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Creation of an underlying generalised interaction system for the dialogue system to use, while also supporting other interactivity functionality.
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Collaboration with a musician to create bespoke music for the game to fit within the game context.​
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Production of extensive documentation detailing the dialogue system and the surrounding game.