About Me
Hello, my name is Daniel Hickey and I am a Technical Designer at High Moon Studios currently working on Call of Duty Zombies. In my previous jobs I have worked with Bystander/Combat AI, Boss Fight Systems, Encounter Managers, Level Scripting, and creating tools to help Level Designers. I enjoy working with cross-discipline teams where both sides can grow as developers through clear communication and collaboration. I am currently looking to focus on Combat Systems specifically since they are my favorite aspect of a game both as a developer and a player. A good combat system can tie many aspects of a game together while keeping a player engaged from moment to moment. Recently I have been enjoying Quest Design because it allows me to create experiences that are further involved with narrative. Below you will find the better defined details of my work on various projects, professional and personal.
Skills
Programming/Scripting: C++, C#, Java, Blueprints, Behavior Trees, Gameplay Ability System
Software: Unreal Engine 4/5, Unity, Jetset Rider, Visual Studios, Adobe Illustrator, Maya
Other Skills: Linear Algebra, Game Design Documentation, Jira, Cross-Discipline Communication
Favorite Games
• Metal Gear Rising Revengence • Cyberpunk 2077 • Neir Replicant • Kingdom Hearts
• Devil May Cry • Final Fantasy 8 • 2XKO • Guilty Gear • No More Heroes • Viewtiful Joe
Professional Work
Call of Duty Black Ops 6 Zombies
Technical Designer
Overview: Shattered Veil is a map from BO6 Zombies where players find Dr Richtofens Mansion with a hidden laboratory beneath. The player must uncover the history of previous mansion owners and Project Janus experiments. I got to Design and Implement some of the maps quests/features.
Tools Used: Proprietary Scripting, Radiant, Jira, Miro, Microsoft Suite
Highlights: Design and scripting for Quests, Puzzles, Encounters and Traps
Postal 4: No Regerts
Junior Programmer/Designer
Overview: The fourth entry in the Postal series is a crass open-world game where you play as the Postal Dude as he completes errands around the town of Edinson. A raunchy sandbox game with tons of weapons, gags, and pop culture references.
Tools: Unreal Engine 4, C++, Blueprints, Google Suite
Highlights: AI maintenance and improvement, Boss system design and implementation, Main Mission enemy encounter overhaul, New York Comic-Con 2022 panelist
Poppy Playtime Chapter 3
Technical Designer
Overview: A mascot horror game where the player tries to escape an abandoned toy factory where some of the remaining toys hunt the player down. I designed and implemented all 3 of the main toys for this chapter while helping the team establish pipelines and helping a new team grow.
Tools: Unreal Engine 5, C++, Blueprints, Jira, Adobe Suite, Miro, Google Suite
Highlights: Ownership of AI, Boss Implementation, Puzzle Design/Implementation, Updating Gameplay systems, Design Documents
Personal Work
Unity, C#, VR
Programmer
The VR component of a larger experience, “Discover“, is a walkthrough of an early twentieth-century sweatshop. Made with a longtime friend who never worked in a game dev space.
Highlights
VR Integration and QA, helping optimize assets for VR
Unity, C#
Gameplay Programmer
Kodo is a platforming game that I joined in the final months of development to convert.
Highlights
Programming, Converting “Playmaker“ nodes to C#, Helping use Unity’s built-in systems to their fullest
Unity, C#, Level Design, Game Design
Gameplay Programmer
Cube Crawler is the first project I made in Unity and was made in 2 weeks.
Highlights
Design, Programming, Level Design
Unity, C#, VR, Game Design
Lead Developer
Time Tavern is a VR action sword fighting game I made in my Senior year at Adelphi University.
Highlights
VR Integration, Design, Project Management, Level Design