HELLO, MY NAME IS

Char George

Game Developer
and Designer

Chargeorge@gmail.com​

Portfolio

Unreal

Loma Land

Large scale installation

In this Unreal engine 5 project I worked with the Team at NBBJ/ESI to build a charming “fishbowl” of animals customized by children walking around a natural environment. The project was broadcast onto a huge 60ft wall using 3 4k projectors. The Animals can be decorated with hats, collars, and different skins and will walk, eat, sleep and play together. I came into the project to get the animation systems working and looking great, and I built the AI for how animals decide when and where to go, how they navigate and play their special play animations. A great project that required quick decision making, attention to detail, and smart work to get all the features implemented within a tight timeframe.

Media: https://news.llu.edu/health-wellness/first-of-its-kind-interactive-digital-wall-unveiled-children-s-hospital

Unannounced Unreal Engine 4 Project

Unreal

PC/Mobile

Senior Gameplay Engineer

In this Unannounced Unreal Engine 4 project, I primarily focused on the data systems and UI for the game. I built Mini games in UMG, complicated map and resource visualizations. I also built up the underlying data systems to govern the relationships between factions, control of locations, and more. The base data was procedurally generated. Beyond that I did a number of general development tasks, adding animations, particle effects, and working on dynamic loading systems.

Drawn To Life: Two Realms

Unity

PC/IOS/Android/Switch

Gameplay Engineering Lead

Drawn to Life Two Realms expanded on the whimsey and creativity of the original series by expanding on the creativity that players could express. We allowed the player not just to create their own player and drawings around the world, but we let them even customize the levels themselves to solve puzzles. I’m really proud of the work we did to make a platformer feel great on touch screen device. Interestingly I originally built an AI for the player that they could influence to navigate the levels, but we ended up preferring controlling it directly.

Marco Polo Memory

Unity

IOS/Android

Game Designer and Engineer

Marco Polo Memory was a project designed to help kids train memory. It starts as a pretty standard take on a classic “Simon” style of memory game, but using whimsical characters, and creative modes we managed to make something that connected more with kids and made that kind of memory practice fun.

Lucktastic

Unity/Java for Android and Objective C for IOS

IOS/Android

Senior Engineer

Lucktastic is a hyper casual mobile game allowing players to win real prizes for watching ads and trying new apps. I improved the performance and look and feel on this app, including prototyping and implementing a variety of exciting new mini games and experiences. I also implemented low level features in native IOS/Android for things like push notifications, deep linking, and social sharing.

Alien Academy

Unity

IOS/Android

Engineer/Designer

Alien Academy was my Thesis game for my MFA at the NYU game center. It is a strategy simulation where you have a group of aliens in school. You Direct the aliens around to meet, talk, build relationships and find happiness. But watch out, because a bad relationship could result in fights. I designed and built a bespoke AI system for the aliens allowing for rapidly building new behaviors. I also designed most of the major goals and Alien behaviors.

About Me

I am a Game Developer with 8 years of professional experience, both designing and engineering games. I love the challenge of making games and take joy in seeing a great result.

I bring the design and engineering worlds together

With my range of experience and skills I can bring the creative and technical sides of a project together, and help find something wonderful. I bring 15+ years of programming experience, an MFA in game design from NYU and years of experience finding the fun.

My Experience

2019-2023

Digital Continue

Senior Engineer

I was the lead gameplay engineer on Drawn To Life: Two Worlds. I worked closely with the design team to build AI systems, architect gameplay elements, develop custom physics and hone in game feel. Additionally I lead a team of 3 other engineers building sandbox elements and enemies for a dynamic puzzle platformer experience. After it released I worked on an unnanounced Action adventure RPG in Unreal 4. I built game systems, fixed difficult bugs and built UI in Blueprints and C++

2016-2019

Jump Ramp Games

Senior Engineer

I was the point person on maintaining the Unity/IOs version of the hypercasual game Lucktastic. I added game features in Unity and used native Objective-C to best use the features of IOS. Alongside that I did major optimizations, resulting in reducing crash rates and memory usage by 60%. I also built all new minigames using Phaser/HTML5, and helped build a new Trivia game called Lucky Trivia Live.

2015-2016

Marco Polo Learning

Game Developer, Designer and Producer

Co designed and engineered Marco Polo: Recall. After which I Designed and produced a new puzzle game. I designed new puzzles, did sound design, set tasks, and coordinated voice talent for multiple languages.