Unity’s Bolt Visual Scripting Interface

Neither of these images are my scripts. Just showing examples since I don’t have access to mine any longer.

Unity’s Playmaker Visual Scripting Interface. I was surprised to learn that Team Cherry used this to make Hollow Knight!


I have a lot of experience with visual scripting as it relates to level design. The visual scripting engines I have used the most are both Playmaker and Bolt within the Unity Engine. I have dabbled in Unreal’s Blueprints but am not as experienced with it. I believe my experience with the scripting languages I have used can be applied to any other scripting language given a bit of time to get comfortable with it.

I used visual scripting (Playmaker - Unity) extensively throughout Ray’s the Dead. Here are several examples of how it was used:

  • Gameplay Implementation

  • Combat Design

  • Boss Fight Logic / Design

  • Cinematic integration / implementation

  • Audio implementation

  • Level integration into the menu navigation logic.

  • Implementing Save / Load states

I also used visual scripting (Bolt - Unity) extensively during my time on Homeworld VR to design the flow of the missions.

I go into additional detail about some of the above items in other sections of this portfolio.

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Level Design

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