My name is Dillon Lynch and I am currently pursuing a career in the video games industry.
I have developed skills producing, designing,
and programming video games.
As a producer I strive to ensure that my teams is focussed, on schedule, in scope, and communicating.
As a programmer my goal is to make code that is dynamic, easy to use, and clean.
As a designer I focus on designing mechanics and concepts that are interesting, immersive, and fun.
I'm currently studying at the University of Central Florida, pursuing a Bachelor's degree in Digital Media with a focus on game design.
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Click on the following images to learn more about my work
Producer and Programmer
Producing: Leading the team by making schedules, assigning tasks, and making sure we were on track for every milestone. I also wrote the team contract and was a co-presenter for the game when we showcased the game publicly.
Programmer: Developed code for the changing gravity mechanic, the camera, player movement, targeting system, the damage gun, the healing gun, enemy ai for the smaller enemies, and enemy spawning.
Final Contingency is a third person shooter developed by Team Kaiju Robots, a six person team, during the Game Production course at the University of Central Florida. The development cycle was eight weeks long and was developed with the Unity game engine.
I learned how important communication and proper scheduling is to a project. To make sure my team was on track I made a schedule for every milestone while also checking in with each member of the team often to make sure they were on top of their respective works. I also learned when it became necessary to limit the scope of a game.
Originally in the game we wanted a mechanic that would allow the player to be able to walk on the surface of a giant robot by using magnetic boots while the robot fought a giant monster. I learned that this mechanic would take an incredible amount of time to finish, so to cut down on the time I made the decision this mechanic needed to be redesigned. I pitched the idea to my team that the player could walk along special anit-gravity platforms that surrounded the robot instead. By making this change it saved my team a tremendous amount of time that we were then able to allocate to other important tasks without hurting the end result.
Designer and Artist
Designing: Designed level themes, level structure, game narrative, and technical design.
Art: Player's car, enemy cars, car level background, and garbage truck.
Boss Run is a 2-D platformer that was developed by Team Robot Scorpion, a team of three people, for the Casual Game Production course at the University of Central Florida. The development cycle was fifteen weeks and the game was developed with the Unity game engine.
For this project I learned more about how to develop the aesthetics of a level and overall feel for a game. When writing the design document for this game we decided to have the game take place in a modern setting. We agreed to have a city as our environment with each level showing a different part of the city. For example, the rope swinging level takes place in a construction site, the car level takes place on a busy city street, the jump and duck level takes place in the downtown area, and the boss level takes place in a suburban area with the city skyline in the distance. This aesthetic mixed with our narrative of having to pick up coffee for your boss created a very rich and immersive experience.
Producer, Programmer, and Designer
Producing: Wrote the team contract, main presenter for major public showcases, developed the schedules, assigned tasks, oversaw all aspects of development, facilitated team meetings, and made sure that deliverables were delivered on time.
Designing: Designed the concept, mechanics for taking a pill, the Ui for the pill mechanics, Ui for taking damage in the focus minigames, conveyance of adding notes to the notebook, particle system that surrounds victims, camera panning, interrogation, multiple dialogue options, technical design, and hearing a victims dying breath.
Programming: Developed code for the notebook menu system, notebook Ui, clue detection, pill Ui, loading screen, secret room puzzle, cammera panning, main camera, player movement, and dying breath mechanic. hot and cold mechanic for the highlight shader.
Dying Breath is a detective adventure game that was devloped by Eclipsicle Studios, a team of nine people, for the Game Design Workshop course at the University of Central Florida. The development cycle was fifteen weeks and was developed with the Unity game engine.
I learned how important it is to develop the vision for a game early on it its development. I learned that having a strong vision will help to not only stop drastically changing the vision and the scope of the project but to limit adding aditional features that can take up valuable development time. It will aslo help with keeping the team focused as well as keep them from becoming confused.
I also learned how important it is to delagate responsibilities to other leads. By taking on to many responsibilities it increases the chances of spreading myself thin. By properly delegating responsibilities I can focus better on producing and helping the project and team
Creative Director and Designer
Creative Director: As the Creative Director for the game I am responsible for maintaining its creative vision. I have been able to do this by creating a thorough game design document, reviewing and providing feedback for assets and levels, developing tasks, and playtesting.
Designing: As a designer I've designed the player mechanics, enemy mechanics, powerups, the score system, obstacles, and camera mechanics. I have also desiged the gameplay and environment of the second level as well as the environments of the first and third level.
Locus Flux is an on-rails twinstick shooter that is being developed by Sun Eater Systems, a team of fourteen people, for the Game Design Workshop course at the University of Central Florida. The development cycle was about fifteen weeks and is being developed with Unreal Engine 4.
I learned that with a larger team that it is important to constantly stay up to date with all aspects of the project. Missing even a slight detail can cause confusion amongst the team and can cause a snowballing effect. To counteract this, I learned it is important put more trust into my leads when it comes to handling their respective groups and keeping me up to date with their development. Because the leads have been able to oversee their groups so conicely it gives me more time to review assets and different elements of gameplay.
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