Brynn Edwards' Portfolio Site
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Maddening Mercy (2025-2026)


This project had a smaller team of about 13 people. The game is mostly finished, and we're currently in the process of making final touches and putting up a steam page. This project is being built in Unity 6000.

My goal for this project is to gain even more experience with NPC behaviors and to really polish a smaller system to a professional level. For that, I set my scope on this project lower than in previous years. So while I may be working on less systems overall, I hope to create a more meaningful and engaging experience in the smaller section that I am responsible for.

Eyes of the Forest (2024-2025)


Eyes of the Forest was my biggest project yet. The team consisted of 20+ different Artists, Audio, Designers, and Programmers. The game has is currently undergoing some final changes before getting a steam release.
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The game was built in Unreal 5.4, and my personal goal is to learn it's tools and techniques to make designer friendly interfaces.
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HexenHold  (2023-2024)


HexenHold was the next project I made. This time, working as part of an team of 8. With team members from both the Computer Science fields, and Game Design fields.

The game's engine was designed and built from the ground up by our team using OpenGL, and was significantly more robust and powerful than the engine I helped build for Tugboat Terror.

Most of my work in this engine was dedicated to various different systems. Initially, I worked on getting our Game to be JSON Serialized, so our Level Designers could use external applications like Tiled. Afterwards, I quickly transitioned to working on a way for designers or programmers to write in-game behaviors. Once the core engine was set up, I spent most my time implementing various gameplay behaviors, such as the radial menu when selecting towers/upgrades. Lastly, I implemented a quick Button System, so that designers could easily create buttons with complex functionality.

Tugboat Terror (2023)


​Tugboat Terror is a hectic, 2D top-down, management game (think Overcooked) where you play a fish with legs trying to navigate through a dangerous swamp.

​The team behind this game was 5 people, including myself as a team lead. We built a custom engine utilizing a provided framework. My time on this project was split between expanding on the before-mentioned engine and implementing multiple gameplay features revolving around the boat itself. Some of my major contributions are the boat damage, the paddlewheels, and the boiler.
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