Clay Howell
Software Development
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Architecting a Small Scale MMO ARPG
My thesis explored the process for systems, networking, and game balance
ARPG. The primary intent of my artifact having the ability to do it all on my own is
making a small scale, networked MMO
was to use both game design and
technical programming skills to bring a
incredibly empowering.
game from initial concept to final product. Many professional video game
action role playing game which was broad categories – Gameplay programmer
To this end, I developed a 2D top-down
mechanically simple and supported
32 players simultaneously. I designed,
prototyped, playtested, and implemented
all systems and gameplay features within
a custom-built C++ engine.
I had the idea for this game for a long
time, and after going through SMU
Guildhall I finally learned enough
about game design and game engine
architecture to create a prototype. It took
the combination of understanding UI
74
to even approach this problem, but finally
SOFTWARE DEVELOPMENT
programmers are placed in one of two
or Engine Programmer. Those who can
prove a thorough understanding of both
high-level design and low level engine
architecture are more rare, and therefore
more desirable, especially on smaller
teams with fewer programmers. I wanted
to showcase my skills in both categories.