Evan Allen | Software and Game Developer

My Resume

Evan Allen| Game Developer

Technical Skills

          Engines/Platforms: Unity, Unreal Engine 5, GitHub, Windows, Linux, Autodesk Maya, Autodesk 3DS Max 

          Programming Languages: C#, C++, Unreal Blueprints, HTML, CSS, JavaScript, Python 

          3D/Content Creation: Character Rigging, Animation, 3D Modeling, World Building, Custom GUI Creation, Web                               Development

          Soft Skills: Project Management, Problem Solving, Strong Organization, Self-Motivated, Team Collaboration
 

Developer Profile

Talented professional pivoting to a career in game development, bringing 3 years of combined experience developing games in both Unity and Unreal Engine.

  • Proven proficiency in core industry programming languages: C# and C++.
  • Portfolio demonstrates strong technical and artistic diversity, showcasing skills in character rigging, animation, 3D modeling, custom GUI creation, and technical programming.
  • Leveraging high-value skills from prior experience in project management, efficient task prioritization, and cross-functional team collaboration, highly valued in fast-paced development cycles.

 

Development Experience

Project C.A.D.E | Unity/C#

  • Cutscene System Implementation: Designed and built a dedicated Cutscene System utilizing a Timeline Manager for managing cinematic sequences and integrating narrative smoothly.
  • Level Design and Progression: Took ownership of Level Design and created the progression path through the level, ensuring a balanced and engaging player experience.
  • Boss Battle Implementation: Designed, scripted, and implemented the Boss Battle, which includes defining the boss's unique mechanics, attack patterns, phases, and the overall final challenge for the player.
  • Stealth System: Developed a comprehensive Stealth System that dictates player visibility and enemy detection, forming a core part of the gameplay loop.
  • Hacking Mechanics (Doors & Cameras): Integrated the stealth system with "hackable" doors and security cameras, creating dynamic gameplay challenges where the player can manipulate the environment to their advantage or avoid detection.
  • Interactable System with Raycasting: Created the base Interactable System using Raycasting, allowing the player to look at and trigger specific actions with objects in the game world.

Castle Defender | Unity/C#

  • Core Game Logic: Designed and implemented all fundamental 2D Tower Defense mechanics, including dynamic enemy wave generation, tower targeting systems, and projectile physics.
  • Pathfinding & AI: Developed efficient enemy pathfinding algorithms using Unity Nav Mesh to direct units along pre-defined or dynamic routes while handling collisions and movement speed variations.
  • System Design: Engineered and maintained a scalable in-game economy system, managing resource collection, unit purchasing, and multi-tiered tower upgrade costs.

Orc Attack | Unity/C#

  • Engine Proficiency: Developed a top-down survival brawler in the Unity Engine using C#, serving as a key learning project to build robust game systems and solidify object-oriented programming (OOP) principles.
  • Combat Logic: Implemented responsive player movement, melee combat controls, and accurate hit detection utilizing Unity's physics and collision systems.
  • Wave Generation: Engineered a wave-based survival system featuring dynamic enemy spawning logic, difficulty scaling, and timed intervals to increase game challenge over time.

Scientific Calculator | C++/ wx/Widgets

  • Shunting Yard Algorithm: Implemented to convert infix expressions to postfix (RPN) for reliable evaluation and correct operator precedence.
  • Expression tokenization, stack-based parsing, and safe evaluation routines.
  • Design patterns: Singleton, Factory Pattern, modular MVC-like structure.
  • wxWidgets framework: UI layout, event table handling, button abstraction via factory.

Conways: Game of Life | C++/ wx/Widgets

  • Simulation Core: Implemented the complete set of cellular automata rules for the Game of Life, designing an optimized algorithm for high-speed, concurrent generation updates across a large 2D grid.
  • User Interface: Developed an interactive GUI using wxWidgets that allows users to start, pause, reset, and adjust the simulation speed in real-time.
  • Technical Skill: Applied Object-Oriented Programming (OOP) principles to clearly separate the front-end rendering logic from the back-end simulation and state management, ensuring a modular and maintainable codebase.

 

Education

Full Sail University | Bachelor of Science: Game Development

  • Expected Graduation: November 2026
  • Current GPA: 4.0

 

Previous Professional Experience

Toledo Public Schools | Paraprofessional Educator | August 2019 – Current

  • Managed diverse individual student needs, requiring constant prioritization and adaptability—skills essential for agile project management.
  • Collaborated effectively with team members and parents to achieve shared goals, translating to strong cross-functional communication in a development team.

Tecumseh Public Schools | IT Help Desk Technician | October 2018 – June 2019

  • Maintained detailed documentation of customer interactions and resolutions, demonstrating strong organizational skills for bug reporting and project tracking.
  • Evaluated and recommended software/hardware improvements, showcasing analytical problem-solving.

 

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