Hello, my name is Krystal Hallett, and I am studying Computer Games Programming at Staffordshire University. I take pride in my knowledge and experience in the Game Development industry, and very much enjoy what I do.
In my spare time, I like to participate in Game Jams, as well as work on side projects involving game development and programming. I am eager to develop new skills and further enhance the skills I have already obtained!
– Python 3
– Game Maker Studio
– Dear ImGUI
|– Greybox Prototyping|
– Engine Development
– Gameplay Mechanics
– Procedural Generation
– Database Management
- Presentational Skills – I am a confident speaker and enjoy presenting in front of large audiences.
- I am quick to pick up and adapt to new software suites. In my time working at Brambletyne, I was given a couple of weeks to learn Unity from knowing very little of it, and managed to jump into a contract following the first week, and was comfortable working on projects for this company. I am also proficient with Microsoft Office and OpenOffice, and have a basic understanding of Adobe Photoshop.
- Spelling, punctuation and grammar – English is my native language, and I am a confident speaker and writer.
- Communication – Whilst working at Brambletyne, I was often called to work at the stand at MCM London Comic Con. This involved pitching and selling comics and presenting our work-in-progress video game projects to wide, diverse audiences.
Planetoid Plains was made for a Game Jam hosted on the Unofficial Staffordshire University Discord server within less than a month. It was a sandbox survival game in a similar vein to Terraria, except rather than a long continuous landmass, it took place on small planetoids suspended in the air. Each planetoid was unique in size, biome type and resources, and you had to make your way across planets to survive harsh micro-environments.
Whilst Planetoid Plains was created in Game Maker Studio 1.4, I am currently looking to port it to a custom written engine using C++ and OpenGL, and hope to improve and expand on it taking in the skills I’ve learned at University. This is however currently on hold in order to keep up to scratch on work at University and look for further work opportunities within Software Development and Games Programming.
The game didn’t turn out to be in a state that I would call playable. Whilst it had plenty of content, the combat system was poor and the resolution of the graphics is too small to see easily, especially on widescreen or high resolution monitors. However it has a lot of potential to be improved and can be turned into a very fun game!
Outer Edge is a unique project I’ve been working on that falls slightly outside of my comfort zone and skill set. Outer Edge is a work-in-progress physical tabletop role-playing game consisting of a Game Master and a number of players. Each player has the option to either pilot their own spaceship or join the crew of another player’s spaceship, forming a fleet. The goal is for the players to make a name for themselves, through exploration, trade, industry, bounty hunting, piracy – whatever they desire. The game master’s job is to narrate the players through a storyline consisting of tasks. The goal of Outer Edge is to capture the storytelling and interactivity of Dungeons and Dragons, the strategy and ship management of games such as FTL: Faster Than Light, and the open ended nature of games such as Elite: Dangerous, EVE Online and No Man’s Sky.
This project is a prototype I put together in Unity demonstrating “Portals” in Augmented Reality, where you could have two separate environments based on whether or not you had walked through one of these portals.
A small Augmented Reality Project me and a couple of friends put together in Unity before University started. ARBrix is an Android app on the Google Play Store in which you can build in Augmented Reality using coloured blocks.
Marching Squares Algorithm
This concept work was made using C++ and OpenGL, and demonstrates the Marching Squares Algorithm, which generates contours from points on a 2D grid.
Written in C++ and Modern OpenGL, this was a piece of software capable of generating and rendering chunks of voxels very efficiently, of different colours.
Relevant Work Experience
- Playground Games – Associate Tools Engineer – Fable
- Brambletyne – Greybox Prototyping Mobile Apps with Unity Engine
- Staffordshire University – Student Ambassador