I'm a Generalist Programmer at Ubisoft Montréal with 4 years of experience in software.
A full gallery of all of my projects, as well as a few tech demos, can be viewed here. I love to chat about playing & making games! I can be reached via email at reillykeele@gmail.com, as well as on LinkedIn.
Featured Projects
Snail Mail
Made for Ludum Dare 53, April 28 to May 1 2023
Based on the theme of delivery for Ludum Dare 53, Snail Mail is a chaotic point-and-click game about sorting letters. Letters come in from the right for sorting, and players must stamp and sort as many as they can before time runs out! The game is available on itch.io and can be played in the browser or downloaded for Windows and Mac!
Tank!
March 2023
Inspired by the Tanks minigame in Wii Play, Tank! was independently developed in 10 days during March 2023. The player controls a small but mighty blue tank through 5 missions featuring three unique enemy tanks. Building the gameplay features allowed me to refine and refactor some of the core systems I created for Kario Kart and Descension, such as the UI and scene management systems.
Kario Kart
December 2022
This was an independent project to expand my Unity 3D Gameplay programming knowledge through exploration and experimentation. The current version of the project includes one course with two game modes: a time trial mode where you race against the clock, and a race mode where you compete against 3 AI racers.
Descension
January 2022 - May 2022
Descension is a top-down action dungeon-crawler built using Unity 2D for the University of Alberta's game development capstone course, INT D 450. The game centers around the player fighting monsters while traversing a dark, maze-like dungeon. Key gameplay features include combat mechanics for multiple weapons, an inventory system, a journal that tracks lore about the world, and a notification system for alerting players of events.
Here We Are
September 2020 - December 2020
Here We Are is a text-based adventure game built using Unity 2D for STS 350: Understanding Video Games at the University of Alberta. We developed a customer dialogue parsing engine that takes in our formatted script, and drives the gameplay by triggering events, changing scenes, changing sprites, and controlling audio cues.
The Legend of Dungeon
May 2018
A game programmed in Java that served as a "Senior Project" to explore procedural content generation and 2D game development. Building this game helped me to better understand object oriented programming, basic game engine loops and interpolation, 2D sprite animation, tilesets and 2D world representation, finite state machines, and 2D collision detection. Dungeons are generated by starting with a randomly seeded starting room in a 2D grid and progressively choosing a number of neighbours to generate at each step with some random proportion.