Zoe Boehm
Video Game Programmer Twitter: @zoelilianaboehm
Wednesday, July 28, 2021
Mass Effect Legendary Edition
While working at Blind Squirrel Games, I was fortunate to be part of the team contracted to Bioware to work on remastering the Mass Effect games to current generation consoles.
I worked mostly on optimizing the game to run as smooth as possible on the newest platforms as a lot of upgrades were added to the game to take advantage of the added power of the new consoles.
https://www.ea.com/games/mass-effect/mass-effect-legendary-edition
Monday, October 10, 2016
King's Quest
Immediately after graduating from USC, I got my first full time job in the games industry. For the last three years I have been working at The Odd Gentlemen on a re-imagining of the adventure game King's Quest. It is an episodic adventure game that expands on the lore established in the original series that spanned eight games from 1983 to 1994.
This game was made in Unreal Engine 3 and released on 5 different platforms (Xbox One, Playstation 4, PC, Xbox 360, Playstation 3). There were 6 programmers total throughout the project but I was one of two working on the project for all 5 chapters.
The technical parts I worked on include:
- Managing of save files
- Console specific code for Achievements/Trophies, Save Files, Controller Input, UI, and more for each of the five consoles
- Lots of tool development for designers and animators, including an automated system to import an animated scene from Maya into the Unreal Engine in two clicks
Starting with Chapter 4 I also worked on puzzle and level design. I was part of the design process from paper prototype to in engine block prototype to scripting final level logic the game shipped with.
This game was made in Unreal Engine 3 and released on 5 different platforms (Xbox One, Playstation 4, PC, Xbox 360, Playstation 3). There were 6 programmers total throughout the project but I was one of two working on the project for all 5 chapters.
The technical parts I worked on include:
- Managing of save files
- Console specific code for Achievements/Trophies, Save Files, Controller Input, UI, and more for each of the five consoles
- Lots of tool development for designers and animators, including an automated system to import an animated scene from Maya into the Unreal Engine in two clicks
Starting with Chapter 4 I also worked on puzzle and level design. I was part of the design process from paper prototype to in engine block prototype to scripting final level logic the game shipped with.
Saturday, October 8, 2016
Where Cards Fall
The game formerly known as House of Cards ( http://www.zoeboehmgames.com/2013/09/house-of-cards-game_30.html ) now has a publisher and renamed to Where Cards Fall. I spent pretty much my entire fourth year at USC working on this game and it's exciting to see the new artwork and polish added to the game. I am no longer working on the game but I did do some work in the stages after the school year and before it was officially funded. Check out the new trailer below.
Tuesday, December 17, 2013
Miralab
A third person adventure game in which you play as a jellyfish exploring and interacting with dynamic environments. The focus is on exploration and puzzle solving.
Other Group Members: Team of 7 programmers, 5 designers, many artists
My Role: Camera and Player Movement Controls Engineer
Developed in: Unity, coded in C#
Development Period: Summer 2013 and ongoing
The second USC Advanced Game Project I worked on, shown at Demo Day in December 2013 and final build to be shown at Spring Demo Day in May 2014
Other Group Members: Team of 7 programmers, 5 designers, many artists
My Role: Camera and Player Movement Controls Engineer
Developed in: Unity, coded in C#
Development Period: Summer 2013 and ongoing
The second USC Advanced Game Project I worked on, shown at Demo Day in December 2013 and final build to be shown at Spring Demo Day in May 2014
Monday, September 30, 2013
House of Cards (game)
A 3D puzzle platformer on iPad. Uses a unique mechanic to build and collapse structures that serve 2 purposes:
(1) A platform to help the main character climb upwards
(2) A building for the non-playable characters in the world who otherwise would not have a place to live or job to work at
The structures must be strategically placed in spots that both allow access to the other characters in the world to use as well as the protagonist you are playing as.
Other Group Members: 4 programmers, 2 designers, several artists
My Role: Lead Engineer (engineering team of 5 USC students)\
Developed in: Unity, coded in C#
Development Period: 2012-2013
Occasion: USC Advanced Game Project shown at USC Spring Demo Day in May 2013
(1) A platform to help the main character climb upwards
(2) A building for the non-playable characters in the world who otherwise would not have a place to live or job to work at
The structures must be strategically placed in spots that both allow access to the other characters in the world to use as well as the protagonist you are playing as.
Other Group Members: 4 programmers, 2 designers, several artists
My Role: Lead Engineer (engineering team of 5 USC students)\
Developed in: Unity, coded in C#
Development Period: 2012-2013
Occasion: USC Advanced Game Project shown at USC Spring Demo Day in May 2013
Wednesday, February 15, 2012
Pid Rescue
A timing puzzle game. Bring the Pids (an alien race) back to their rocket ship so that they can go home. Go around fences (some electric!) to reach the goal. Click to light up the orb and all the Pids move towards it. Click again to dim it and the Pids stay in place.
This game has been converted from Microsoft XNA to Flash and now to Cocos2D.
Other Group Members: 1 artist (Andrew Dang)
My Role: Programmer
Developed in: Objective-C and Cocos2D
Development Period: Ongoing 2012 project
Occasion: Personal game idea and desire to have a game on the app store
Play Flash Version
This game has been converted from Microsoft XNA to Flash and now to Cocos2D.
Other Group Members: 1 artist (Andrew Dang)
My Role: Programmer
Developed in: Objective-C and Cocos2D
Development Period: Ongoing 2012 project
Occasion: Personal game idea and desire to have a game on the app store
Play Flash Version
Labels:
games
Saturday, February 11, 2012
Evol
A game about a woman in a troubled marriage. Words like mistrust and
routine drag her down while words like Love and Daughter give her the
strength to go on.
Evol is love spelled backwards.
Group Members: One artist (Tiffanie Mang) and Two Designers (Miguel Oliveira and Andrew Dang)
My Role: Programmer
Developed in: Flash with AS3
Development Period: January 2012
Occasion: Global Game Jam 2012
Play: http://globalgamejam.org/2012/evol
Evol is love spelled backwards.
Group Members: One artist (Tiffanie Mang) and Two Designers (Miguel Oliveira and Andrew Dang)
My Role: Programmer
Developed in: Flash with AS3
Development Period: January 2012
Occasion: Global Game Jam 2012
Play: http://globalgamejam.org/2012/evol
Labels:
games
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