For Husky Game Studio and the development of Freight Hopper, I am the lead game designer and one of the software engineers.
As a software engineer, I created the game's custom finite state machine API. You can see more information regarding this API here. I developed this API from researching existing solutions and simplifying it so that my engineering peers my use it with ease. The player character, trains, and turrets utilize this API to control their behaviors.
From my time working on Freight Hopper, I have learned how to work with a small group of 10 people, by utilizing tight written and verbal communication to clarify progress and prioritize project objectives to complete. This experience has taught me how to organize my team for a project we want to publish for profit. We utilize agile development strategies, such as weekly SCRUM meetings, in addition to other specialized coding and art reviews; all our development runs through quality assurance and playtesting for iterative progress.
Not only do I contribute to the maintenance of our software development cycle, but more importantly, I ensure my friends and classmates in Husky Game Studio are not overworking themselves. We are a student-run studio, not a formal company. As such, I check in on my peers regularly to see that they are not pressured to put their work in Freight Hopper above their other responsibilities.
Here are UI samples I designed for the main menu, level section screen, gameplay, and level complete screen. I focussed on purely conveying information versus adding artistic UI elements. Notice how the texts are highly contrasted against the environment and utilize visual hierarchy, grouping, spacing, and weight.