Technical Game Designer with strong knowledge of C# and C++
I specialize in combat design, boss design, tuning & balancing, AI design, narrative design, and mission design. I am also comfortable with creating my own 2D and 3D art assets with proficient knowledge in Blender, Zbrush, Photoshop, Substance Painter, and Aseprite.
I’m always on the lookout for ways to create gameplay moments that make the player feel like an expert and unstoppable force of nature, fueled by energy drinks. I have an unquenchable thirst for knowledge that I relentlessly pursue, and a deep-seated love for all things related to video games… Except for my eternal nemesis in Mario Party, Wario; we don’t talk about him.
Hideout Shootout
Hideout Shootout is available to play here
Hideout Shootout is a Roguelike Bullet-hell dungeon crawler inspired by “Enter the Gungeon”. I solo developed all features including randomly generated levels, multiple bosses/weapons, destructible/interactable environment props, a persistent high score leaderboard, and more! All art assets were created in Aseprite and animation was done in Unity. For random dungeon generation I programmed a level editor tool that utilizes node graphs to increase the ease of designing level layouts. The Dungeon Builder then assembles the layout using hand-crafted room prefabs which are then randomly connected, referencing bounding boxes to ensure no overlap occurs.
Dawn Break
A 3rd-person Action RPG with Souls-like combat began in August 2019 and is currently still in development. I am responsible for all the game’s programming and architecture barring scripts related to footstep audio, which was written by a peer kind enough to share. The AI is built on a State Machine utilizing Unity’s Navmesh for navigation which I am also responsible for alongside with the animation Blend Trees, VFX, a few player weapons/consumables, and 1 character model. The animations and environment assets are third party assets purchased from the Unity asset store.
The Final Flame
The Final Flame is available on to play here
A solo developed Top-Down 2D Arena Shooter. I am responsible for the programming, art assets, audio, VFX, and animation. All art assets were created in Photoshop; all SFX were created in Audacity, Music was created in LMMS, and Animations were created using Unity’s animator tool. The goal is for the player survive each wave of enemies in increasing difficulty with the ultimate wave consisting of a boss fight that spawns more enemies each time it gets hit with it’s second phase being more aggressive and pursuing the player at a higher movement speed.
My Resume
Steven Treibly
Game Designer
Email: streibly1230@gmail.com
Phone: 843-810-2943
Portfolio: steventreibly.com
Itch.io Profile: stovengames
Game designer with 3 years experience in Unity
Experienced in programming to create and implement gameplay mechanics in 2D and 3D
Experienced with 2D and 3D art pipelines to create characters, levels, and environment props
Soccer player, D&D player, and a reluctant gym goer.
Skills
C#
C/C++
Unity
Unreal Engine
Documentation Writing
3D Math
Game Balance & Tuning
System Implementation & Design
Rapid Prototyping
OOP
Github
Blender
Substance Painter
Projects
Hideout Shootout: A solo developed 2D Top-down Rogue-like shooter September 2022 - January 2023
Balanced, designed, and implemented 12 player weapons, 3 enemy weapons, and 6 bullet patterns
Designed 3 enemy types and 3 boss encounters plus 1 tutorial boss battle
Created a Node Graph Level Editor for the Unity Editor that leveraged Scriptable Objects for quick iteration of 5 different level variations of 4 levels
Developed a Dungeon Builder that takes in the Level Node Graphs, compares the bounding boxes 60 hand-crafted room prefabs to ensure no overlap occurs, and randomly generates levels utilizing 5 Level layouts.
Reduced frame loss at high enemy numbers by %50 by staggering A* Pathfinding for enemy AI so each enemy recalculates pathfinding on its own unique frame
Implemented Object Pool for Ammo game objects to reduce garbage collection over long play sessions
Utilized Aseprite and Unity’s animation system to create and animate 5 unique characters, 12 weapons, 9 environment props, and environment tiles.
The Flames: A 2D Top-down arena shooter August 2021 - January 2022
Designed and implemented 3 different enemy behaviors and boss behavior including a two phase boss battle
Utilized Unity’s particle system to create 10 different VFX
Collaborated and recorded with two peers to create 8 SFX in Audacity & in one game music track with LMMS
Illustrated player, enemy, and ui designs in Adobe Photoshop.
Dawn Break: A 3D Third-person souls-like Action RPG August 2020 - Present
Coded a third-person character controller utilizing Unity’s new input system. Along with a custom camera with lock-on and environment collision to prevent clipping
Implemented toggleable one-handed and two-handed player attack system utilizing animator overrides and inverse kinematics
Developed AI with state dependent behaviors
Scripted a backstab and parry mechanic dependent on the player’s relative position to the enemy
Created a scalable status effect system (e.g. poison, burn) that builds up overtime
Modeled and rigged 1 player character (12,000 tris), and modeled 4 weapons (between 800-1300 tris) in Blender and textured in Substance Painter.
Work Experience
Grey Matter Games LLC: Co-Owner February 2019 - Present
Charleston, South Carolina
Designs 4 new games a week based on audience with consideration to setting, demographic, and purpose for playing (social or corporate)
Utilizes a combination of humor, knowledge of trivia topics, and inviting personality to create an optimal player experience
Manages a team of 9 trivia hosts, coordinating scheduling and record keeping.
Prospec Electronics: West Coast Sales Director/E-Commerce Manager July 2018 - June 2021
Charleston, South Carolina
Managed a team of 4 sales representatives in the Western U.S from our SC headquarters, bringing in new business opportunities from Canada
Acted as client liaison by communicating needs to the product development team, resulting in improved product function and design