KookaNova Game Development

Spawn-in from Space's Aces

Programmed all gameplay for Space's Aces.

A little about myself.

I'm Autumn, a technology enthusiast and game developer. I've been teaching technology for a multitude of years now, filling various mentor roles and teaching topics ranging from computer science and database scraping, all the way to electron flow in circuitry. Have you ever wondered how you computer knows how long a second is? How does human written code translate down to ones and zeroes in yo computer's RAM? These kinds of questions fuel my fascination with computer science and engineering and is the driving force behind my desire to keep learning and experimenting with this pervasive technology that has forever changed the course of human evolution. The answers are quartz crystals and assembly by the way. With a Bachelor of Science in Computer Game Development, I've dedicated years to creating well written code, optimized and appropriately abstracted, and geared towards supporting artists in creating captivating experiences. On my own, I read about chemistry, electronics, and try my hand at inventing.
For inquiries I can be reached at autumnin3d@gmail.com.

Main Skills

Programming

  • C# and general C language kills with a focus on creating strong, modifiable, and organized systems geared towards helping artists make experiences.
  • Strong understanding of Unity and their modernized packages including the Input System Package, Shader and FX Graph, and UI Toolkit and Builder.
  • Experience with UI Toolkit creating Unity Editor tools to optimize the game dev pipeline.
  • Created multiplayer using Photon PUN. Understanding of Remote Procedure Calls and packing complex data into hashtables and bytes for network delivery. Base C skills are helpful here.

3D Hard Surface / Environment

  • Specialized in making beautiful hard surface models and textures, primarily in Blender and textured with Substance painter.
  • Use of proper edge flow and different types of edge flows allows to create poly-scalable models for realtime rendering.
  • 4 years of Maya training and experience plus multiple years of Blender3D, with a focus on real time rendering in Unity.
  • Trained and worked with industry professionals from Trideum Corporation, EA, and worked for on Contract an artist at Bungie.

Materials and Shaders

  • Strong skill using Substance Designer for creating materials, both natural and artificial.
  • Created a template that converts Substance Designer maps to Unity URP and HDRP compatible maps. Designer does not have these conversions by default.
  • Created shaders instead of materials to add effects based off of model properties to optimize material and object loading. Ex. Blinking lights shader that uses vertex colors for to determine shader properties. Ex. Hue = color, saturation = blink rate, and value = glow amount.
  • Techniques implemented to reduce unnecessary noise and complexity to maps when desired. This lowers the file size without necessarily reducing resolution.
  • Understanding of what makes a material realistic vs. stylistic. A good material artist should know when to control the detail, or how to make a material look hand crafted.

Interested in my work?

The content you will receive will be related to game releases, betas, tutorials, and maybe an occasional creator shoutout.

That's it!