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Did You Know: Raycasting is a common technique used in games for everything from shooting mechanics to AI line-of-sight checks.

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FELLCHASER
ENKORE
Celestial Clash
Zot Zoomer

FELLCHASER:

  • Co-Lead, Programming Lead, VFX Artist
  • September 2023 - July 2024
  • (Unreal, 2.5D, C++, Blueprints)
  • Duration: 10 months
  • Team Size: 12

Co-led team of 12 people utilizing Unreal Engine 5.3 to develop a 2.5D rogue-like hack and slash game, released on Steam. Organized and distributed major programming objectives among 3 engineers, breaking down tasks and providing feedback. Engineered procedural generation algorithm in C++, allowing designers to manipulate and fine tune patterns in engine. Utilized behavior trees / AI controllers to implement a multiphase boss battle, providing players a challenging end goal.

ENKORE:

  • Network Programmer, UI Engineer
  • March 2023 - June 2023
  • (Unreal 5, C++)
  • Duration: 10 weeks
  • Team Size: 14

An online multiplayer first-person shooter with multiple unique characters and abilities! Implemented the online connection and lobby system by utilizing Unreal’s Online Subsystem Steam API within C++. Engineered player specific UI elements within a multiplayer context using C++, providing users with real-time information. Operated Perforce source control to coordinate implementation of C++ and Unreal changes alongside other developers.

Celestial Clash:

  • Network Programmer
  • April 2023 - June 2023
  • (Unity, 2D, C#)
  • Duration: 8 weeks
  • Team Size: 12

An online multiplayer 2D free-for-all platform fighter based on zodiac signs. Utilized Unity’s Fish-Net online networking extension, showcasing adaptability and proficiency in utilizing third-party tools. Implemented networking features such as player specific UI and a kill feed system, enhancing the games engagement. Collaborated with artists and level designers to integrate characters, assets, and environments seamlessly into the game.

Zot Zoomer:

  • UI/UX Engineer
  • January 2023 - March 2023
  • (Unreal 5, Blueprints)
  • Duration: 7 weeks
  • Team Size: 6

A futuristic anti-gravity racing game with drifting and boosting! Leveraged Unreal UMG to implement dynamic, context-sensitive UI. Cooperated with other developers to implement UX features such as a dynamic camera, sound effects, and race track designs. Refined and optimized gameplay mechanics and track design by iterating on user feedback and game playtesting.

AboutMeTextImage

Hello! I am Daniel Boghossian, a skillful and industrious college student with a Bachelors in Computer Science and Game Development. Playing my first ever video game, Super Mario World on my Nintendo DS, I knew I wanted to purse a career in game development. My goal is to be able to provide others with the same joy and comfort I felt as a child, and even now, playing video games.

In middle school I taught myself my first coding language, sparking my aspiration to create the mechanics that breath life into video games. Being able to create something with my own hands, something anyone else anywhere in the world can interact with, is an art form that I wish to devote the rest of my life to.

Since that first coding class I created over a dozen games, spanning across different languages and engines. Everyday I strive to learn something new, to advance my skills and broaden my horizons. I will make an impact on the world.