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Grindstone

* Rapidly updated iPhone game to comply with Apple Arcade guidelines including support for tvOS and MacOS

* Post launch support

* Implemented UI for the bestiary and challenge/cosmetic shop

Unity (C#)

Below

* Developed tooling with Qt which communicates to the game via sockets for ingame editor feedback

* Implemented particles in PhyreEngine

* Inventory UI, management and cooking system

* Cutscene scripting

* General UI implementation 

PhyreEngine (C++, Lua)

Superbrothers: Sword & Sworcery EP

* Lead gameplay programmer

* Lead iOS programmer

* Programmed on a custom engine; XML is used to compose entities, C++ was used for the platform end, Lua was used to write gameplay code for fast iteration.

Custom Engine (C++, Objective-C, Lua, XML, Python)

Critter Crunch

* Menu UI system

* PlayStation 3 platform support

* Implemented adventure map using splines

* Implemented cutscene system using XML

PhyreEngine (C++, XML)

Critter Crunch Mobile

* Sole programmer responsible for updating the codebase from Java to C++/Objective-C for iOS.

* Implemented new background system for animations and alpha blending

Custom Engine (C++, Objective-C)

SeverLink

Unreal Engine (C++, Blueprint)

* Implememented under door spy cam

* Refined item interactions

Game Jams & Personal Projects

Outside of work, I've participated in TOJam; a 3 day game jam held locally in Toronto at George Brown College as well as CapyJam; a week long internal game jam at Capybara Games. Additionally, I've started a few personal projects to explore technologies outside of my professional work.

Other Projects & Interests

I like other stuff too

👨‍💻🎮🎭⚽🥊🏂🎾🐱🍻🚀

Frankie Leung

Senior Game Programmer - Toronto Canada

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Hey 👋 I'm Frankie, an award-winning programmer with 16 years of professional video game development experience on multiple platforms based in Toronto Canada (UTC-5)

© 2024 by Frankie Leung.

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