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Jaiden Gerig | Gameplay Programmer & Designer
Blog | About Me


HI, I'M JAIDEN





I MAKE GAMES LIKE THESE


POKÉMON GO (2022)



What I’ve done so far:

As a Gameplay Engineer on the Pokémon Go team, I’ve lead the technical design
and engineering for one of our largest new gameplay features: Pokéstop
Showcases, collaborated with designers to create tools to quickly tune the
overall speed of our animations and transitions in the game, and designed and
implemented an advanced haptics system to improve feedback and game feel.

Platforms: Android, iOS

Engine & Tools: Unity


ARROWBALL (2020)



What I did:

Built & shipped a local multiplayer game on Steam as a solo developer.

I designed the concept from scratch, play-tested and iterated on the design over
time, and implemented all the core mechanics for the game along with the various
stages & special arrows.

I also handled the marketing for the game by creating assets for the steam page,
cutting together trailers for the game, and posting on social media platforms.

Project Length: ~1.5 years

Team Size: 1 (Solo Project)

Platforms: Windows (Steam)

Engine & Tools: Unity


REBOUND (2021)



What I did:

Reunited with (most of) the Where’s My Keys team to create a relaxing game about
repairing old books over 2 weeks for the 2021 Seattle Indies Slow Jam.

Since the programmer I partnered with on the previous projects was unavailable,
I acted as the sole engineer and gameplay designer for the project.

I created a system for painting arbitrary models, a small art pipeline + system
for procedural generation of books to repair, a guided tutorial system, a few
easter eggs, and pretty much everything related to the overall flow of the game.

Project Length: 2 weeks

Team Size: 5

Platforms: WebGL, Windows

Engine & Tools: Unity


FC GAMES (2020)



What I did:

I worked on a scrappy team consisting mostly of engineers to create games and
systems designed to entertain workers at Amazon Fulfillment Centers.

Major contributions include designing, authoring, and building a new tutorial
system to on-board players, a system for large-scale player contests, and a
cross-game progression system.

Project Length: 2 Years

Team Size: 8

Platforms: WebGl

Engine & Tools: Unity, Amazon Web Services


TRITIX (2019)



What I did:

Adapted a game by a local board-game designer to Android using Unity. I designed
and built the UI interface, encoded the rules of the game into a digital format,
created game modes to play against a computer or other players online, and wrote
shaders for the various visual effects.

Project Length: 1 Year

Team Size: 1 (Solo Project)

Platforms: Android (Google Play Store)

Engine & Tools: Unity, Facebook SDK for login, GameSparks for multiplayer


CLAW & ORDER (2023)



What I did:

Worked with the Where’s My Keys team to create our first game in Godot.

I designed and tuned the overall gameplay and programmed the entirety of the
game.

Project Length: 2 weeks

Team Size: 4

Platforms: WebGL, Windows

Engine & Tools: Godot


ROGUE HIKE (2023)



What I did:

Once again worked with the Where’s My Keys team to create a deck-building
survival-stealth roguelike about the beauty and terror of nature for the 2023 7
Day Roguelike Jam.

I designed the overall gameplay concept and programmed the entirety of the game
including (but not limited to) level design tools, wildlife AI, pathfinding,
procedural generation, card system, etc.

Project Length: 1 week

Team Size: 5

Platforms: WebGL, Windows

Engine & Tools: Unity


SLEEPSPACE (2022)



What I did:

Reunited again with the Where’s My Keys team to create a card-based tactics game
about overcoming your nightmares and trying to get a good night’s sleep for the
2022 PIG-Squad Summer Slow Jam.

I designed the overall gameplay concept, implemented a flexible card system &
turn order system, designed the cards, enemies and boss moves, and partnered
with our lead artist to define and implement the camera setup & UI.

Project Length: 2 weeks

Team Size: 6

Platforms: WebGL, Windows, Android

Engine & Tools: Unity


DEEP DIG PIZZA (2021)



What I did:

Reunited with the Where’s My Keys team to create a humorous fusion of mining &
cooking games.

I designed the overall gameplay concept and implemented the character
controller, level design tools, pizza decorating UI, and game flow.

Project Length: 3 days

Team Size: 6

Platforms: WebGL, Windows

Engine & Tools: Unity


WHERE'S MY KEYS?! (2021)



What I did:

Teamed up with 5 other developers(1 Programmer, 2 Artists, 1 Sound Designer, 1
Project Manager) in the Seattle Indies community to make a chaotic,
physics-based game over 48 hours for Global Game Jam 2021.

I designed the overall gameplay concept and implemented the character
controller, a randomized spawning system, and the post-game screen. I also
assisted in the importing of our many models for physics objects that we placed
in the level.

Project Length: 2 days

Team Size: 6

Platforms: WebGL, Windows

Engine & Tools: Unity


SCRATCH-3D (2020)



What I did:

Built a game engine from scratch as a learning project to better understand the
internals of engines and rendering systems.

It has a fully featured scene editor that allows for quick positioning and
editing of shader properties. It can also serialize and load scenes to and from
a json file.

Project Length: 1 year (on and off)

Team Size: 1 (Solo Project)

Platforms: Windows, Linux

Engine & Tools: C++, OpenGL, ImGui


OUT-LOOP (2020)



What I did:

Made Out-Loop over 72 hours with a team of 4, where I served as gameplay
programmer and designer. I designed and implemented the car driving mechanics,
evolving track, as well as the overall gameplay mechanic of building up to a big
jump.

Project Length: 3 days

Team Size: 4

Platforms: WebGL

Engine & Tools: Unity


DISTANCED (2020)



What I did:

Built a game over 72 hours for a Weekly Game Jam as a solo project. I designed &
implemented the gameplay, created the visuals, and crafted the overall sound
(using existing assets).

Project Length: 2 days

Team Size: Solo Project

Platforms: WebGL, Windows

Engine & Tools: Unity


POLTERHEIST (2020)



What I did:

Built a stealth game with a multidisciplinary team over 48 hours for the GMTK
Game Jam. Implemented the mechanics related to the levels (Guard Movement,
Camera behavior, level creation, etc.), as well as integrating the art and sound
effects created by my talented team-mates.

Project Length: 2 days

Team Size: 4

Platforms: WebGL

Engine & Tools: Unity


MOWMOWMOW (2019)



What I did:

Designed & implemented gameplay for a local 4 player multiplayer prototype.
Created the visual assets and look for the game.

Project Length: 3 months

Team Size: 1 (Solo Project)

Platforms: Windows

Engine & Tools: Unity, Asset Forge


SPEEDBUTTON (2014)



What I did:

Designed & Built a small game on Android with some friends for a college
hackathon over 48 hours. I contributed by designing all of the game modes and
doing the engineering for half of them.

Project Length: 2 Days

Team Size: 4

Platforms: Android

Engine & Tools: Android SDK, Java