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Game Software Engineer

Johnnie Otis

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Aerial Resistance - Arcade Shooter 

In my free time, I am the sole Designer and Engineer on a 2D Shoot 'em up game in Unity featuring:
 

● Dual finite‑state machines

● Modular UI framework

● Asynchronous scene‑loading system

● Data‑driven AI motion patterns (arching and orbiting) using sinusoidal interpolation

● Centralized service architecture with lifecycle‑managed instances

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Mod.io SDK - UGC Unity Plugin

Developed a Unity plugin that enabled developers to integrate backend services for adding modding support to their games.

 

● Implemented asynchronous REST API requests and handling

 

● Designed and prototyped monetization and multiplayer support features

 

● Created and maintained a Unity CI/CD pipeline across 10 platforms and multiple Unity versions with automated testing.

 

● Designed a cross-platform I/O throttle for the Mod.io SDK, chunking writes to comply with console quotas and queuing excess data.

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No Way Out Engine - Game Engine

Designed and implemented a 2D game engine with:


● Real‑time sprite animation system

● GLSL bloom post‑processing


● Flexible input layer mapping


● Recursive AABB collision detection


● Modular Scene Graph


● Templated resource cache


● Component‑based UI framework


● FSM‑driven state stack

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Cookie Jam - Match-3 Mobile Game

Optimized gameplay features for a match-3 puzzle game.

 

● Identified, diagnosed, and resolved software bugs, improving system stability and performance through rigorous debugging and code optimization.

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HGTV: My Design - Home Design Game

Major contributor to the development of

3D Design Home, a mobile game, from concept through to launch.

 

● Architected data-driven reward UI framework with unified popups

● Implemented a reusable anchor component to auto‑position child decor by parent bounds.

● Optimized game through a pooled, ref‑counted TextureManager in Unity

● Developed configuration systems, enabling real-time adjustments in a live environment

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Orbulous - Match-3 Mobile Game

Developed core gameplay systems for a match-3 mobile game.

 

● Developed recursive, ring-based hex-grid match detection

 

● Architected seed-driven RNG and event-based sync for PVP mode.

 

● Built data-driven Boss Mode system with event-driven match-to-damage logic and UI updates.

 

● Standardized authentication, data, purchases, and CloudScript calls in a single API layer.

Johnnie Otis | (619) 244-8399 |

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