Multiplayer | Psychology | Locomotion | Physiology | Workflow | User Interface | Generalist

Kain Shin's Game Development Portfolio

LinkedIn Profile

Articles, Presentations, and Public Domain Code

Shipped Titles

South Park: Snow Day!
[2024: Windows/PS5/XBX/Switch] C++ Unreal Engine
Tech Director/Lead Programmer/Producer
The Blackout Club
[2019: Windows/PS4/XboxOne] C++ Unreal Engine
Tech Director/Lead Programmer
The Magic Circle
[2015: PC/Mac/Linux] C# Unity Engine
[2016: PS4/XboxOne] C# Unity Engine
The Programmer
Mobile Applications [2014: Android/iOS] Java, Javascript, C#
Independent Contractor
Dishonored
[2012: PC/360/PS3] C++ Unreal Engine3
Core AI/Gameplay Programmer
Ghostbusters Wii
[2009: Wii] C++ Infernal Engine
Gameplay Programmer
Mushroom Men
[2008: Wii] C++ Infernal Engine
Lead Programmer
Thief: Deadly Shadows
[2004: Xbox] C++ Modified Unreal2
UI/Gameplay Programmer
Deus Ex: Invisible War
[2003: Xbox] C++ Modified Unreal2
UI/Gameplay Programmer
Microsoft Casino Series
[2000-2002: PC] C++ DirectX7
Programmer

Multiplayer

Robust Game
state Replication

Lag-free
hit reactions (PvE)

Designer scripting
technical guides
and best practices

Pausing multiplayer
sim when all players
have a menu up

Matchmaking

P2P Topologies

Backend Management

Anti-Cheat Detection
and Countermeasures

Dynamic SplitScreen
with gentle
transitions

Horizontal/Vertical
option

AI Psychology Simulation

Patrol routes

Ambient behaviors

Factions

Combat positioning

Attack selection
and timing

Search positioning

Reaction tactics
and readability

Animation Integration and Locomotion

Ground locomotion
with complex traversal

Non-blocking cinematics
integrated with
unpredictable gameplay

Enemies that climb ladders
and go through windows
to get to you

Body mechanics

Synchronized multi-character
grapple/finisher animations
in first and third person

Swimming (and flying)
locomotion

Pathfinding integration

Flight Navigation using
Custom dynamically-generated
A* 3D NavGrid

Gameplay Actions and Physiology Simulation

Combat teleport

Attractor beam

Wrist darts

Dodge and
counterattack

Combat Aim

Ranged combat
positioning on
or off the
navigation mesh

Attack interactions

Damage responses

Status Effects

Hitstop time dilation
in a multiplayer environment

Gameplay Systems and Workflow

Data driven NPC
differentiation of
behaviors, abilities,
and physiology

Scalable code and
data maximizing
concurrent edits

Intimate knowledge
of AI architectures:
HFSMs, Behavior Trees,
State Trees, GOAP,
and Blackboard usage

Players and NPCs
share the same
interchangeable
content files

Sprite animation
composer tool

Data driven
input systems

Data driven UI

User Interface

Choice menus

Conversations
Subtitles

HUD

Front end

Master Generalist

Memory and Performance
Profiling
Optimizations

Debug Tools

Iteration Helper Cheats

Sony/Microsoft/Steam
Platform Integrations:
Achievements
Rich Presence
Friend Lists
DLC

Proton beam
Rendering
and optimization
on Nintendo Wii

Camera Systems:
First/Third person
and Cinematic

Physics integration

TCP/UDP hybrid
client-server
synchronization

Dead reckoning
lag compensation

Undulating kelp
vertex shaders

Craps

Card game engine

Slots