First-time experience tutorial
I joined the project working on its first-time experience (FTE), which did not yet have a tutorial. I took ownership of tutorial implementation and integrated most of the core gameplay systems within the tutorials.
First-time experience and advanced tutorial implementation for BuildPort Xumia.
BuildPort Xumia is a VR sandbox where players build ships and weapons and take them into combat. My primary responsibility is tutorial implementation, from the first-time experience to advanced tutorials. I also contribute to multiplayer gameplay, UI polish, and bug fixing across the project.
Implementing tutorials that connect core gameplay systems through visual scripting and guided sequences.
I joined the project working on its first-time experience (FTE), which did not yet have a tutorial. I took ownership of tutorial implementation and integrated most of the core gameplay systems within the tutorials.
I implemented advanced tutorials that guide players through the game’s more involved systems.
I took responsibility for visual scripting work, building and polishing the sequences used throughout the tutorials.
I changed duel mode from a three-life format to a system based on who gets the most kills.
I implemented a lobby flow that waits for both players to confirm before proceeding to matchmaking.
I helped create a reusable popup system for dialogs, tips, and other messages.
I improved UI elements across the project as part of ongoing polish work.
Alongside my tutorial work, I helped adapt duel mode for single-player matches against AI. I contributed to AI-player detection so the existing setup flow could select ships and complete acceptance logic automatically for AI participants.
The project did not yet have a first-time experience tutorial, and needed someone to take responsibility for tutorial sequences and visual scripting work.
I took on the FTE tutorial, implemented most of the core-system integrations within the tutorials, and used visual scripting to build and polish the sequences. My work later expanded to advanced tutorials.
The project gained an implemented first-time experience and advanced tutorials, with ongoing ownership of the sequences and visual scripting that support them.
I filled a gap in first-time experience implementation and became responsible for tutorial sequences and visual scripting work. As the project evolved, I moved between gameplay systems, interface polish, and bug fixing. My name appears in the game’s credits under Developers.