[Gneeqo.net]

Nico ToƩ [He/Him/His]

UX Designer and Programmer

Eidolon: Fate of Fools

As the UX programmer for this game, I was responsible for prototyping and iterating on VFX, SFX, and other dynamic feedback. In a fast-paced arena shooter, information is constantly thrown at the player. My main challenge was making sure that players understand what's going on, and how important it is.

For example, when playtesting the power weapons, I noticed that players often didn't know where the power weapons were. In response to this, I set up a post-process shader that allows those cards to be seen through walls, and used an eye-catching texture incongruent with the rest of the environment.

A similar shader highlights targets of "The Moon"'s alternate ability, communicating to players using the weapon that it affects a single target player.

Eidolon is coming to Steam Soon!

Wrap Goblin

Wrap Goblin was made in only 2 days, with a team of 3. Most of my time was spent figuring out how to properly implement 2D art assets in a 3D space. In addition, I worked on the "feel" of the game by tinkering with lighting and animations.

Above all else, this project was fun to work on. I want to do more game jams in the future!

Knight Light

I was the Technical Director of this project for the beginning of its development. It changed a lot when the team dissolved and re-formed as Somninauts, but much of the work I did still shows in the final product.

My most important responsiblity was delegating tasks to the other 5 programmers on the team, and communicating with the art and design disciplines to make sure we were properly supporting their needs.

I also implemented much of the in-game feedback, investing particular effort into a fluid and dynamic animation system that could accommodate the work of the art team.

Knight Light is coming to Steam Soon!

Witch Hazel

Witch Hazel was written in a custom C++ engine. I joined the project halfway through development, so learning the ins and outs of the engine was quite a challenge.

Early on, I usesd the ImGui library to set up a level editor, so we could easily adjust the position of different props.

I also helped program many of the particle effects; I used Lua to quickly iterate on the effects, and later converted them to C++ (for efficiency).

Strike Back

As the producer on Strike Back, I recruited and organized a team of 17 sophomores. Fighting games are complicated to make, especially when writing an engine from scratch. We had a lot of conflict about scope and creative direction, which I did my best to resolve.

I also did programming work, in particular writing an "animation machine" - an editor that allows designers to specify attack properties at particular frames of animation.