DANIEL KOITKA
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My Little Pony: Mane Merge

Role:
  • Programmer (camera, systems, platform feature integration, demo, helping others)

Time Frame:
  • 1 year initial release, 6 months post release

Game Description:
Merge game set in the My Little Pony world with a new story-line,

Project Description: 
Developed over roughly a year from inception, this project was targeting apple's Apple Arcade service. Due to this, we needed to produce a game with no in app purchases, marketed towards children, contain high quality real time cutscenes, and be a merge game (notoriously known for monetisation strategies).

While I was given gameplay tasks (such as the world view camera), I also found myself working on systems integrating apple's services and system API. I was also wrangling our automated testing, which with how lax we were with devices, frequently had jenkins yelling at us.

A fun experience was working closely with design and UI to produce the demo build: a cut down version of the game that allowed apple to showcase the game with a small segment of the whole game. It was thanks to our programming lead who architected the project that allowed such a thing to be produced smoothly.

Tools/Technologies Used:
  • Unreal Engine 4
  • Visual studio
  • Jenkins
  • Confluence
  • Jira
  • Mattermost

Store page
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Mech-Zed

Role:
  • Gameplay programmer

Time Frame:
  • 2 weeks

Project Description: 
Developed over 2 weeks for a gamejam titled MechJam2. This was undertaken as a way to enjoy a gamejam without the ridiculous time constraint a conventional gamejam requires. I developed the rts controls, unit behaviour and animation controller, while another team mate was able to get it networked. 

Tools/Technologies Used:
  • Unity (2020 LTS)
  • Visual Studio
  • C#
  • Source Tree
  • Github
  • Git
  • Trello
  • Discord

Itch Page
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Age of Empires 3: Definitive Edition

Role:
  • UI programming
  • System Implementation
  • Bug fixing

Time Frame:
  • 8 months (2020)
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Project Description: 
Remaster of the RTS Age of Empires 3. I was brought on to assist in the final push over the finish line. I worked on several bugs in various areas of the program, fixing UI screens, gameplay issues, system errors. 

Tools/Technologies Used:
  • Visual Studio
  • C++
  • Azure Devops
  • Perforce

Steam Page
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Age of Empires 2: Definitive Edition

Role:
  • UI programming
  • System Implementation
  • Bug fixing

Time Frame:
  • 1-2 years (2019 - 2020) (PC)
  • ~1 year (2020 - 2021) (Xbox)
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Project Description: 
Remaster of the 1999 hit RTS Age of Empires 2. I worked on the team that brought the interface and performance up to modern standards. My role mostly consisted of developing several UI screens from the ground up using a new system. Eventually this system was replaced by another, more modern system.  several systems and UI screens' visuals and functionality. 

Tools/Technologies Used:
  • Visual Studio
  • C++
  • Azure Devops
  • Perforce

Steam Page
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Catapult King (Gamblit)

Role:
  • UI/UX programming

Time Frame:
  • 1-2 months (2018)

Project Description: 
A gambling version of Catapult King, developed for Gamblit Gaming's casino machines. I was placed on this project at the beginning of my work for Wicked Witch Software. The work done for this project was to complete several updates the client requested.

Tools/Technologies Used:
  • Visual Studio
  • C++
  • Jira
  • SVN

Gamblit Page
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Staccato Quart

Role:
  • Gameplay programmer

Time Frame:
  • 2 weeks

Game Description:
A real-time version of the pencil-and-paper game Dots and Boxes.

Project Description: 
Developed for a local 40 hour game jam held over 5 days in September of 2017. Using 3 stimulus words: Staccato, Mass, and Prolong, a working build was presented at the end of the week with bug fixes and polish applied during the following week.

Platforms:
  • WebGL
  • Windows

Tools/Technologies Used:
  • Unity (5.6)
  • Visual Studio
  • C#
  • Source Tree
  • Github
  • Git
  • Trello
  • Discord

Product Page
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Lanterns

Roles:
  • Gameplay programmer
  • Shader programmer
  • Initial concept design

Time Frame: 
  • 1 week (prototype)
  • ongoing (full release)

Game Description:
A co-op platformer where players must use light to reveal coloured boxes which are invisible and untouchable otherwise. 

Project Description: 
Developed for a local 40 hour game jam held over 5 days in January of 2017. Using 3 stimulus words: Vermillion, Remedy, and Parallel, a build was presented at the end of the week. As of September of 2017 the team has decided to work on it further to bring it to market.

Platforms: 
  • Windows
  • TBA

Tools/Technologies Used:
  • Unity (2017.1)
  • Visual Studio
  • C#
  • Source Tree
  • Github
  • Bitbucket
  • Git
  • Trello
  • Discord
  • Vectr

Product Page
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The Wisp

Roles:
  • Gameplay programmer
  • AI programmer
  • Assisted in procedural generation

Time Frame: 29 weeks

Game Description:
The goal of the The Wisp is to obtain the 3 keys hidden in the level and then find the exit door before running out of health. Possessing an enemy stalls the loss of health and restores a small amount over time whilst stealthier traversal. Each level is procedurally generated from hand crafted room modules which have weighted spawns within them to create varied content within set parameters.

Project Description: 
Completed as a final project for my bachelors degree. The Wisp was produced over 2 trimesters, split into design and production phases. Although the end product was not to the standard that the team initially intended, the experience of producing something of this scope was invaluable.

Platforms: 
  • Windows

Tools/Technologies Used:
  • Unity (5.4)
  • Visual Studio
  • C#
  • Source Tree
  • Bitbucket
  • Git
  • Trello
  • Slack
  • Piskel

Blog: 
  • Collider Optimisation
  • Post Mortem

Product Page
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Bloop Boop

Roles:
  • Gameplay programmer
  • Tool developer
  • Social services integration

Time Frame: 13 weeks

Game Description:
Bloop Boop is a 2D physics game for the Android phone. The goal is to get the avatar to the top of the level by drawing platforms for it to bounce on. Through the levels the player will encounter hazards and obstacles, with powerups along the way that change the gameplay. Collect coins to purchase upgrades and different characters to help make it through the levels.

Project Description: 
Completed over 13 weeks for a studio subject.

Platforms: 
  • Android

Tools/Technologies Used:
  • Unity (5.3.4)
  • Visual Studio
  • C#
  • Source Tree
  • Bitbucket
  • Git
  • Slack

Blog: 
  • Menu System
  • Critical Reflection
  • Data and Security risks

Product Page
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