Hugo Scott-Slade Full Stack & Game Developer

Bait
  • VR

Bait is a VR fishing game with singleplayer and multiplayer. It has many multiplayer modes to play and social spaces to hangout with friends.

I was on the team responsible for "Casters' Cove" the social space as well as "Shipwreck Shores" which is a multiplayer treasure hunt.

I have organized the work I did into different sections highlighting some of the key points for each. For a fuller picture of my role & responsibilities please get in touch using the links at the top of the page.

Arcade Machine

We wanted a new Arcade machine game similar to Demeo. This was built using my C# version of PICO-8. It was designed this way to enable our game designer to create the games as they were familiar with PICO-8.

  • Created entire game from scratch to shipped product in 2 days to meet last minute deadline change.
  • Implemented following game design document.
  • Wrote all code, prepared game assets.
  • Singleplayer game but visible in realtime to every one in multiplayer.
  • Built entirely as a package agnostic of input, ready to be re-used in other lobbies.
Treasure Hunt

A multiplayer minigame where groups of players look for treasure on a deserted island.

  • Wrote the core networking logic for this gamemode which supported 4 players and hot joining.
  • Added client-side effects to mask any latency so players always had a responsive connection.
  • I added Shovel + Crowbar tools, requiring our core 'grabbable' system to be updated to support 2 handed grabbing.
  • Balance between freedom of control, responsiveness and simplicity.
  • Tool work was done in iterations with regular play tests and feedback.
  • Racing Boats
    • Wrote the input and physics handling.
    • Focussed on being fun and easy to control.
    • Custom networking with client-authoritative over own boat.
    • Custom collision between boats since rigidbodies didn't work satisfyingly with mixed authority networking.
    • Created course for multiple game modes.
    • Prepared initial VFX with extensible integration.
    Solitaire
    • Ported old game to new code base - rewrote and replaced old systems.
    • Designed and scripted new animations.
    • Integrated into multiplayer scene and new integration.
    • Created new mesh + shader to render entire deck in 1 draw call with instancing.
    UI
    • Created UI optimization guide for team, later shared internally at Unity itself.
    • Worked closely with UI team to develop new no-code system for animating UI + 3D elements. This system is now used company-wide across many teams.
    • Developed runtime workaround for Unity UI hierarchy / draw call structure so artists can keep their workflow without performance penalty.
    • Setup standard for design implementation for UI in VR. This enabled artists to work with a familiar and consistent workflow across the project. For code this enabled simple reuse of UI elements with less bugs.
    • Built extensible, reusable systems based on UX design. It was designed to create a consistent UX and codebase across multiple projects.
    Localization
    • Lead localization implementation.
    • Expanded feature set of in-house solution to support full range of UI design.
    • Ensured rich UI design was maintained across all languages, fonts and layouts. Created tools & documentation for other team members to ensure this was maintained.
    Networked NPC
    • Setup NPC with deterministic animations across multiple clients.
    • Flexible configuration driven by events inside Animator State Machine.
    • Players could override networked state locally seamlessly blending between the authoritative state and local.
    Performance
    • Created flexible LOD system which worked across all platforms identically.
    • LOD system also enabled control of non-renderers allowing logic to be affected - saving CPU and bandwidth.