Basic Information
Email: [email protected]Discord: Search by Email
Twitter: @SlowCircuitHey, I'm Thomas Finch, freelance programmer and game designer. I am consistently told that I'm faster than most programmers yet also do my job well. I work well with any schedule and team size. I appreciate anyone interested, but I can only accept paying gigs if I want to pay rent. I will not accept any offers that only pay after a potential crowdfunding campaign. I am, however, very fair with my prices, and I'm always willing to negotiate. Just let me know your budget and I'll do what I can to work with you.
Capabilities
- Unity / C# (Well-versed, 3 Years of formal experience, 1 year of informal experience)
- Game Maker / GML (Well-versed, 5 Years of Experience)
- Unreal Engine / C++ (Not well versed, only informal Experience)
- I can work (and have worked) in both 3D and 2D games.
- I have an HTC Vive and can work on Virtual Reality games.
- I am a quick learner and am very willing to learn new languages, engines or tools required to work on your project.
- I have some consulting experience and would love to gain more.
Experience
Below are a few examples of my work. I have a full resume/portfolio available upon request, along with more demos and examples of my work.
Nocturne (Official Website) Nocturne is a classic top-down RPG with a rhythm game as it's combat system. Over more than a year we created a demo containing the first chapter of the game's story and several areas containing most of the game's features and a high level of polish. Everything in the demo was programmed by me. This includes (but is not limited to:
- Cutscene system w/ dialogue in both combat and world gameplay.
- Rhythm game combat system with a flexible interface and easy song creation.
- General 2D movement, collision and object interactions.
- Menu systems, settings, keybinding, latency calibration.
- Implementing music and sound effects.
- Implementing each area, it's cutscenes, characters, and many unique needs.
- Implementing lighting, particles and other visual effects.
- A unique transition between world gameplay and combat.
This is a 2D project being developed with Unity.
STRAFE® (Steam Page) I was hired about 11 months before the game was released, so I helped with the last part of development and post-release as the Assistant Programmer. My work was spread out over many systems. Here were some of my responsibilities.
- Entirety of the code and setup for the game's big secrets like Going Home, Jump Map, Gungeon 3D, Trappy Mine (implementation), and more.
- Took over work on the menu systems and UI in general once I joined, changing much of how they worked, improving usability, adding new menus, etc.
- OneDOS, the DOS computer in the main menu, the secrets it contains and much of the extra features.
- Some of the Murderzone mode, mainly it's UI and unique mechanics.
- Much of the Speedzone and Strafezone modes.
- Items and weapons that were added in after I was hired.
- Fixed bugs, implemented tons of minor features and weighed in on the occasional design decision.
This was a 3D project developed with Unity.
Dinosword Full DemoAs the programmer, I coded the entire demo from scratch in one month. Originally, the plans called for a simple platforming level but since that could have done that in just a week, we decided to add in a level editor that ended up being most of the month's work. I'm pretty proud of the level editor in this demo, so I'd recommend playing around with it the most. Use WASD to move the camera and press T to switch to testing mode! This was a 2D project developed with Game Maker.
Corporate Volcano Full Game My team and I made this game in only one week, with me as the sole programmer and co-designer. It's a vertically scrolling infinite platformer with randomly generated platforms, enemies and power-ups. This was a 2D project developed with Game Maker.
References
Below, you'll find many recommendations from people I've worked for (or with) over the years. (I really appreciate all the kind words, everyone!)