Logan Hickman

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Alligori

About

Step into a meticulously crafted fantasy realm, reminiscent of past 'Zelda' games. Immerse yourself in a hack-and-slash adventure with challenging dungeon crawling as you solve weapon-themed puzzles, engage epic bosses, and unravel the enigmatic tapestry of Alligori. Engage in city-building, unlocking new gameplay features and character progression with each building upgrade. Master the art of crafting, creating unique rings which bolster character stats, amulets which alter weapon abilities, and armor to make dungeon bosses tolerable. Elevate the adventure with co-op multiplayer gameplay, combining forces with fellow players to unravel the mystery behind the land of Alligori!

My role

As Lead Unity Developer for Alligori, I played a crucial role in overseeing and contributing to the game's development. My responsibilities included UI implementation, the integration of Photon Unity Networking, and other core gameplay systems. Through regular meetings with leadership, I ensured the project's timely progress and maintained its strategic direction. Guiding the programming team, I successfully delegated tasks according to team members' strengths. Amongst my various responsibilities, I personally authored several CG Program Shaders for the SRP project, ensured optimization of PUN networking, established framework for UI, and enhanced and polished the main character controller.


Code Snippets

Due to NDA restrictions, I have not been authorized to share any code snippets from this project

Snapback

About

Snapback is the ultimate speedrunning puzzle platformer. It takes place in a dystopian world ruled by an authoritarian regime. You are a robotic citizen presented with the opportunity to fight against the oppressive system. A mysterious hacker gives you missions to rebel against the regime you live under. Each level presents a different challenge. Gameplay features a unique ability that allows you to traverse levels with careful teleports, only to be pulled back to that location after a set period. Every second counts. Speed is the puzzle.

My role

During the production of Snapback, I served as the Lead Programmer. I had the privilege to work closely with the art and design teams to implement all gameplay features with the assistance of my team. I implemented all core gameplay mechanics and UI. I assisted the backend programmer with creating developer tools, AI, and other integrations such as Steamworks and stand-alone achievement systems. It was my primary job to ensure all deadlines were met and to manage production priorities amongst myself and my team to ensure quality code throughout all levels of the project. I was also in charge of eliminating bugs and ensuring quality user experience.


Code Snippets

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Tournament of Tamers

About

Tournament of Tamers is a fast-paced Dragon MOBA, featuring gameplay modes like Arena, Battle Royale, MOBA and Base Defense. There’s a talent tree for every ability in the game, no level cap, deep tactical gameplay and mythology based on the world of Runic.

My role

I was brought on to the Buh! Gaming team during open beta testing to help troubleshoot and mitigate long-standing bugs, improve performance, and aid in the continued development of Tournament of Tamers. During my tenure as a Unity Developer, I have fixed several bugs, significantly improved performance, and designed and implemented multiple features to enhance and better balance gameplay. Due to my expertise, the minimum requirements for playing Tournament of Tamers was able to be reduced to less powerful hardware. I designed multiple new systems, including a system to vote to start the game early for all multiplayer modes. In order to help balance gameplay, I enhanced the bounty system to include logic to calculate and reward players who assisted in kills. Optimization and troubleshooting continue to be my primary function, ranging from graphical bugs with shader implementation to performance enhancements, AI logic, and UI improvements.


Code Snippets

Due to NDA restrictions, I have not been authorized to share any code snippets from this project

Escape from Hell

Where to Find


Itch.io

About

Escape from Hell is a dark Mario-party-esque casual game that only requires you to know how to use a mouse to play. Beat mini-games to battle for dice position to be the first one to reach the finish and escape from hell!

My role

Escape from Hell was a small student project developed by myself and three other WTCC students for the East Coast Gaming Conference game jam. It was developed based on a simple concept, and while the game design is not one that I agreed with, it was my duty to facilitate the implementation of all gameplay mechanics. I delegated the creation of the minigames to my assistant programmer and focused on the main board mechanic and UI implementation. Acting as the Lead Programmer and Tech Artist, I am proud of the engaging user interface and other VFX that were achieved.


Code Snippets

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Eden Falling

About

After an asteroid delivered chunks of rock and toxic overgrowth fungus, survivors found that their world had changed into the brutal new environment in which they would raise new generations. People soon formed Factions and claimed territories using whatever means of coercion they could find: negotiation, spears, or more advanced weaponry. The Fall forced survivors to abandon their technology, or ‘Tec,’ and learn to survive without it. When found, Tec can still be of great value to someone with the knowledge to use it.

My role

During my time at Razor Edge games, I was the primary contributor in creating multiple backend tools to aid the design team in delivering content to the game. I assisted in the implementation of various UI elements. I collaborated heavily with the design team via weekly meetings to ensure that the creation of the tools was both benefiting the design team and created in an efficient and scalable way. This tool heavily involved creating and managing MySQL databases while also handling XML file IO, parsing, and editing. During this time, the game was undergoing an interface overhaul, which I assisted in by updating assets, and modifying UI functionality to fit the vision of the design team.


Code Snippets

Due to NDA restrictions, I have not been authorized to share any code snippets from this project

Robactory

Where to Find


Itch.io

About

Robactory is a factory building game where you import, process, and then export items. I mean what do you expect? It's a factory game! Our twist is the heavy emphasis on your robot employees.

My role

Robactory was a proof-of-concept game that always remained in early access development. It has many helpful backend integrations, complete with its own launcher and modding system. It was a personal project where I was the sole programmer. While it is not a great example of game design and far from a polished game, the tools I created to assist with game development are robust and demonstrative of my .NET and IO skills. Chiefly, the launcher keeps the game up-to-date and handles the loading of mods for the game.


Code Snippets

The following code snippets are from the game's launcher, which featured an automatic update system for both the game and the launcher

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