Goner w/ Loco Players (2020-2024)
Survival horror, first person perspective, narrative driven, prehistoric theme
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- Unreal Engine 4.26, executed a successful conversion to 5.1+ mid-development
- Embraced end-to-end ownership of critical features
- Saving + loading, interactable objects, gamepad input/glyphs, crafting/tool upgrading
- Implemented core gameplay features to provided spec
- Character movement/parkour/stats/effects, items + tools, 3D drag-and-drop inventory
- Introduced playtest/feedback cycle for all 15 team members, raising weekly output quality
- Improved engineering processes for team of 5, implementing patterns for project health + performance
- Optimization + prevention exceeded target 90FPS, up from 12FPS, in dense, hi-fi environments
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Tony Cabrera
Technical Director @ Loco Players S.L.
Designing experiences since 2014, Liam enjoys leveraging games to create new ways for players to interact. Passionate about concise and powerful documentation, tools like Obsidian keep him and team members informed. Always working on a demo project, he has developed in most modern Unity and Unreal versions, as well as experimented independently with tools like Godot. With a Bachelor’s degree in Computer Science, his technical expertise is always a welcome addition.
Connect with Liam on LinkedIn
Aedan is a developer with a drive to create future thinking code design that doesn't compromise. He is focused on creating intuitive solutions that bring paper design to the game world. Having authored publicly available designer-facing tools such as the Character Controller SUPER on the Unity Asset store used by experienced developers and in classrooms around the world, he understands the importance in finding the perfect balance between form and function.