Tyler Myles


Game Programmer

// About Me

Background

Video games are a core aspect of my life. Because of this, I started with game development as soon as I realized that it was something that I could do. Since then, I have worked with Unity, Unreal Engine, and Godot to name a few.

I went to college for a software development degree and furthered my knowledge of the programming languages Java, Python, and C++. This experience helped me develop an understanding of programming outside just video games.

As my time as a game programmer has progressed, I have found that I have a particular interest in procedural generation and data-driven design approaches as they feel like they allow the most diversity and introduce a lot of challenging problems that I feel test me as a programmer.

Interests

- First-person shooters, dungeon crawlers, and hardcore survival games are my favorite to play by myself and with friends.
- I am a big fan of simple mechanics that allow for complex decision-making from the player.
- I have reached the top 100 players in North America for CS2 and helped bring my team to the top 50.
- Other than gaming, music is a passion of mine and I have worked as a songwriter/producer. I also have played guitar for 14 years.
- My favorite game of all time is undoubtedly Kenshi. I find the brutal, hardcore nature of the game incredibly appealing and rewarding.

// Skills & Tools

Unreal Engine

This my game engine of choice that I am most familiar with. I worked with the majority of the systems in Unreal at least once and have worked extensively in both C++ and Blueprints. It has been a massive help to my learning as all the source code is available to read.

Game Programming

I have produced a variety of gameplay systems for clients, the Unreal Engine Marketplace, and my own personal use. These systems include AI Pathfinders, Inventory Systems, Health Systems, Procedural Systems (Terrain, Levels, Weapons, etc), Interaction Systems, and Editor Tools.

C++

This is not only my favorite programming language, but the one that I started with. I have used it for Unreal Engine, personal projects, school, and desktop application development. I find the language to be highly expressive and it allows me to optimize to a level I feel that I cannot reach in other languages.

// Projects & Products

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Grid Inventory (Plugin)

- Event driven via interfaces and delegates.
- Includes a save system that utilizes serialization.
- Written in C++ and exposed to Blueprints.
- Built-in systems for item generation and spawning.
- Available on the Unreal Engine Marketplace.
- Includes an example project to get users started.

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Limb Health (Plugin)

- Only requires a physics asset from each skeletal mesh.
- Utilizes "Health Modifier" objects for all effects.
- Modular in design to allow for plug-and-play in existing projects.
- Documentation that walks through each aspect of the system.
- Written in C++ and exposed to Blueprints.
- Includes an example project to get users started.

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Dynamic Interaction (Plugin)

- Written with a data-driven oriented design.
- Implements detailed and robust debugging tools.
- Game-ready widgets that can easily be modified.
- Written in C++ and exposed to Blueprints.
- Available on the Unreal Engine Marketplace.
- Includes an example project to get users started.

If you would like to contact me, please email me at tylermyles98@gmail.com