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.