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

(Link to Project Page)


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

(Link to Project Page)


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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)

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

(Link to Project Page)