Zed is a minion-management strategy game developed by a team of six artists, five designers (including myself), and three animators. It started as the capstome project for our graduating class, over two semesters. We are using Unity 4.6 (due to limitations of school computers - after the semester is over, everyone who still wants to work on the project will switch to Unity 5.x), and scripting in C#. We are aiming for simple, fun, and accessible; we are targeting desktop environments and Android tablets (iOS will have to wait until we have the resources to develop for it).

I am mostly responsible for organizing the code, and for a lot of the very basic systems - health and the human-to-zombie lifecycle; damage types, critical hits, and resistances; an AI system built upon Unity's Nav Mesh Agents, which carefully filters nearby influences and studiously avoids using square roots. On our testing, we were able to have 300+ active agents in a desktop environment, and well over 100 on a mobile device, without undue loss of framerate.

As the most experienced with Unity, I am also the main point of integration between the artists and animators and the actual engine. This includes getting the models out of 3DS Max and into Unity, properly scaled and put into prefabs, and linking in Photoshop textures. I am also responsible for importing most of the animations - our animators do a wonderful job in Maya, but none of them have experience with Unity (and the particulars of Unity's Humanoid animation retargeting system).

I am also responsible for managing a lot of the admin side of things - specifically, keeping the BitBucket Git repository up-to-date so anyone can grab the latest version when they need to, and helping the project manager/product owner keep our JIRA Agile board in good shape. Despite the limitations of the development environment on the school network, we have maintained a fairly clean build with only a moderately manual integration and push process. In particular, I've used Atlassian's SourceTree to manage most of the repo-side heavy lifting, and used Meld a couple of times to integrate team members' individual progress (neither tool is available to the school computers - hence the moderate amount of manual work).