Technical Game Designer
Antonio Coronado
Technical Game Designer
Antonio Coronado
Gyris
Gyris is a game where I worked as UE5 Developer in a team of 15 people. Some of the tasks I made:
• Designed, scripted, and iterated player mechanics, game systems, and open-world features.
• Developed an in-editor tool to apply custom LODs to more than 400 assets simultaneously, improving 8-10 FPS in the game with only a couple of clicks.
• Devised, created and implemented a spawn system to randomize obstacles at the track, making every race different and more dynamic.
• Implemented destruction features to multiple assets using blueprints.
• Supported with level design tasks, finding areas to improve the gameplay and have a better flow.
• Created a character selection menu from concept to prototype.
• Reviewed the game scripts, world-building narrative and gave feedback to the lead narrative designer.
Team: 15 people
Time: 7 months
Role: UE5 Developer
Tools & resources used:
• Unreal Engine 5
• Maya
In-game Asset of the rock's trap
A trap that could be triggered by players colliding with the little stick at the bottom
Blueprint viewer of the rocks trap
In-game sticks traps to reduce player's speed
Testing sticks traps in the game that reduce players speed momentaneously.
Blueprint Utility for static meshes LOD's
Parameters in the Blueprint Uility
Blueprint Utility nodes
Spawn System showcase
Begin Play Node
Remove Placeholder Traps Function
Spawn Traps Event
Character Selection Widget showcase (Mount character wasn't ready)