I am Paul Kipp, a Gameplay Programmer in both Unity and Unreal Engine. I have an MA in Game Design and a BS in Computer Enginering, and I have a little under a year of experience creating gameplay mechanics and systems for video games. I enjoy playing almost any type of game; video games, board games, or classic table top role playing games (TTRPGs). Beyond playing them, I also enjoy digging into how they were designed, figuring out how to optimize having fun and searching for loopholes in rules and game mechanics. Learning about how video game mechanics are conceptualized, designed, and implemented is a fascinating topic for me. In TTRPGs, I enjoy collaboratively telling a story with my fellow players or even running a campaign myself, taking inspiration from media of all kinds to write my own worlds.
My most recent experience was working with the makers of The Pedestrian, Skookum Arts, as they work on their second project: Quiet on Set. I helped create mechanics and systems necessary for the game's unique storytelling methods. Many of such systems were designed and built to be easily expandible if and when more mechanics get added. For more details, take a look at my work on the project.
Before my industry work, however, I had completed a handful of prototypes and games during my graduate and undergraduate work. Chief among these projects is my graduate capstone game: ProtoChrono, which is published on Itch.io. Collectively, they have let me dive into rapid and iterative prototyping, tying together complicated and interrelated systems, and documenting my methodologies. Many of these skills translate directly into gameplay programming for video game mechanics and their systems.
Gameplay Programming for Skookum Arts
A glance at the mechanical systems I built for their second project: Quiet On Set. Additionally, how it was to work with a tiny indie company both remotely and in-person.