Portfolio
Hans Wakelin's
Fixed collision/art asset bugs, and performed essential functionality implementation via script to polish the game prior to release.
RWBY: Arrowfell
Established level design and data/game object management processes during early stages of development to streamline iteration. Implemented game world level layouts, item/enemy placement and mission objectives in game engine editor, and had the autonomy to apply creative and efficient solutions to problems exposed during implementation.
NEO:
The World Ends With You
In direct collaboration with the Game Design Lead and Publisher correspondent, blocked out, textured and iterated on every single game environment, along with all landmark set pieces from prototype stages up until final art passes. Also, created over a quarter of all cinematics in the game, involving the implementation of state machines to control branching based on mission progress, hand-crafted animations of 2D object and texture parameters, and skillful manipulation and choreography of VFX, SFX, and scores of art assets.
River City Girls 2
Scripted and implemented a variety of gameplay objects and systems (tunable dynamic lighting, hazards and other interactive objects) that affect player and enemy characters in varying ways.
![](https://assets.zyrosite.com/cdn-cgi/image/format=auto,w=459,h=262,fit=crop/A856np2GqRCZxKK2/untitled-dOqlqnDVn7IONeL1.png)
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VR and Mobile IPs
(UNANNOUNCED)
Created game development documentation for 2 new IPs for both
mobile and VR platforms and prototyped them in UE4. Gameplay systems and gameplay logic were done in blueprint, meshes modeled, skinned
and animated in Blender, and textures and UI assets made in
GIMP and Affinity Photo/Designer.
DISNEY MAGICAL WORLD 2
Created an Excel macro (VBA script) to import a label/data file from an external program and output that data in the Excel spreadsheet so that it could be converted to binary and used in the game. Previously data had to be entered by hand, so this increased workflow tremendously.
Contra: Operation Galuga
(Responsibilities Redacted)
AIKATSU
Working closely with the game director, created new and innovative rhythm tracks for Aikatsu, running on Bandai's Data Carddass machines, that adhered to a strict set of rules, customs, and quality standard that had been established, and expected by the loyal fan base.
Documented mission objective design and layouts of all assets involved. Implemented designs in 3D Studio Max and improved functionality based on feedback from anyone who gave it.
TRANSFORMERS:
REVENGE OF THE FALLEN
SPIDER-MAN: WEB OF SHADOWS
Scripted mission events and flow using a proprietary scripting language, and placed enemies and gameplay objects according to specification.
SPIDER-MAN 3 THE GAME
Scripted all aspects of all side mission events using a proprietary scripting language, and placed markers and gameplay objects using engine tools.
ULTIMATE SPIDER-MAN
Scripted all aspects of all side mission events using a proprietary scripting language, and placed markers and gameplay objects using engine tools.
SPIDER-MAN 2
Designed and scripted all aspects of all locomotion-based side missions using a proprietary, C-based scripting language; placed markers and gameplay objects using engine tools.
CONSOLE/PC GAME
(UNANNOUNCED)
Eggs of Steel
As QA lead of a small team, managed processes for testing all aspects of the product in an organized manner and collaborated with the dev team and publisher to prioritize tasks.
![](https://assets.zyrosite.com/cdn-cgi/image/format=auto,w=459,h=262,fit=crop/A856np2GqRCZxKK2/untitled-dOqlqnDVn7IONeL1.png)
![](https://assets.zyrosite.com/cdn-cgi/image/format=auto,w=166,h=94,fit=crop/A856np2GqRCZxKK2/untitled-dOqlqnDVn7IONeL1.png)
Get in touch with me!