About Me
Hello, my name is Daniel Hickey and I am a Technical Designer at Mob Entertainment. Previously I have worked with Bystander and Combat AI, Boss Fight Systems, Encounter Managers, Level Scripting, and creating tools to help Level Designers. I enjoy working with cross-discipline teams where both sides can grow as developers through clear communication and collaboration. I am currently looking to focus on Combat Systems specifically since they are my favorite aspect of a game both as a developer and a player. A good combat system can tie many aspects of a game together while keeping a player engaged from moment to moment. Below you will find the details of my work on various projects, professional and personal.
Skills
Programming/Scripting: C++, C#, Java, Blueprints, Behavior Trees
Software: Unreal Engine 4/5, Unity, Jetset Rider, Visual Studios, Adobe Illustrator
Other Skills: Linear Algebra, Game Design Documentation, Cross-Discipline Communication
Professional Work
Unreal Engine 5, C++, Blueprints
Poppy Playtime Chapter 3
Technical Designer
Poppy Playtime 3 is still in development and will be released in Winter 2023. While I can not dive into specifics due to NDAs I can give some general information.
Highlights
Ownership of AI
Final Boss Design and Implementation
Puzzle Design and Implementation
Gameplay Systems
General Design Documentation
Unreal Engine 4, C++, Blueprints
Postal 4: No Regerts
Junior Programmer/Designer
The fourth entry in the Postal series is a crass open-world game where you play as the Postal Dude as he completes errands around the town of Edinson. My contributions to this game include a lot of AI work along with combat improvements.
Highlights
AI maintenance and improvement
Boss design and implementation
Errand combat improvements
Personal Work
Unity, C#, VR
VR Programmer
The VR component of a larger experience, “Discover“, is a walkthrough of an early twentieth-century sweatshop.
Highlights
VR Integration and QA
Helping optimize assets for VR
Unity, C#
Gameplay Programmer
Kodo is a platforming game that I joined in the final months of development to convert.
Highlights
Converting “Playmaker“ nodes to C#
Helping use Unity’s built-in systems to their fullest
Unity, C#, Level Design, Game Design
Gameplay Programmer
Cube Crawler is the first project I made in Unity and was made in 2 weeks.
Highlights
Gameplay design
Level Design
Unity, C#, VR, Game Design
Lead Developer
Time Tavern is a VR action sword fighting game I made in my Senior year at Adelphi University.
Highlights
VR Integration
Project Management
Level Design