I worked very hard on a complex yet elegant advanced interaction system. It allows future programmers of new items, objects, vehicles, or any other interactable things in the game, to very easily add an infinite number of new interaction options right on the actors interaction component just as a variable, then program that custom interaction right on the actor itself. Data files were optional, and programmers were allowed to add new interaction features without needing to make any changes to existing code in order to support a new interaction. It's a small thing in the grand scheme of things, but it is one of my most proud creations.
This is a visualization of how my dynamic vehicle pathing works. It's able to automatically search for and utilize spline paths along roads as a suggestion to which lane should be driven on in either direction, for vehicle traffic that requires extremely minimal effort and iteration by level designers. Gone were the days of having to connect all spline paths together. Just drop in a spline, and the AI will find it.
A simple example of vehicle AI decision making. The plan was to have vehicles select parking spots to drive to at random, for a fully simulated environment. But for the meantime, random intersections were the goal.
This footage contains an older version of my vehicle programming, but is the cleanest footage I have to show it off. These vehicles cleanly follow spline paths as of their own decision making, following that paths speed, and slowing down in caution of obstacles. All while navigating to a specific target in the world.
A set of tools for building gameplay scenarios were needed, particularly heist-like. This here is a level designer's representation of how the tools were used, and how easily they can be integrated into the world, and with each other.
This is another display of the level designers perspective. This time with doors. Sometimes level designers and artists need to be able to freely art pass everything including doors and doorways. But after having done so, I see many studios require them to delete the original door in the scene, and replace it with a new door actor, and struggle to refit the new door into the environment like the original. This is absurd and completely unnecessary. My doors are designed to be a drop in script which can apply itself to any model(s) sitting in the scene as originally placed by artists. While also being incredibly easy to setup, and even contains visualization as to how the door will look when opened.
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[codename]Narrative

Narrative is an open world multiplayer faction game. I spent nearly 2 years working on this game for Cryptic Renia LLC, building incredibly complex multiplayer ready systems in Unreal Engine Blueprint. There is an insane amount of work from me for this game, too much to be shown here on Coroflot. So I've picked a small selection of simply interesting work. Beyond what's displayed here, I have worked on third person shooting mechanics, inventory systems, animation programming, vehicle driving/possession, and lots more.

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Jaren Turnbow
Game Designer Fort Worth, TX