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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)