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Patrick Moffett's Game Credits

Unreal 3D Project

Contributions

  • Project lead
  • core gameplay
  • road spline system, 
  • overall track and landscape,
  •  main rewind functionality, 
  • controls, replay spectator, 
  • vehicle select, 
  • result screen, 
  • models (hypercar, road segments, town building, deciduous/PCG tree), 
  • UI gauges, 
  • paint color support, 
  • base map functionality, 
  • controller rumble, 
  • sound (menu navigation, muscle car tires, gear change, additional engine audio, tired skidding, shifting), 
  • Blues tune, 
  • flares, 
  • audio menu functionality, 
  • various bug fixes and asset integration, loading screen

Unity 3D Project

Contributions

  • Character animations
  • Toon Shader
  • Checkpoints
  • Fire hazards
  • Player movement and combat
  • Enemy AI (Behavior Trees)
  • Camera  controls
  • Door trigger system
  • Dynamic wire color
  • Moving platforms
  • Conveyor belts
  • Destructable Barrels
  • Tutorial UI
  • Music Manager (With Crossfading)
  • Models (Player Character,  Enemy Robot, Crane, Dumpster, Street Light, Window, Street Sign, Rubble, Switches, Batteries, Destroyable Barrels)
  •  Assorted sounds & audio integration(crane, battery, jump, flamethrower, footsteps, enemy hit sound)


Short Futuristic Rogue-lite Shoot em Up
Action
Play in browser

Godot 3D Project

Contributions

  • Created secondary weapon and projectile.
  • Improved the performance and functionality of the game by removing the need for collision under the players cursor.


Puzzle

Unreal 2D Project

Contributions

  • Dialogue System
  • Word Game Implementation
  • Sea horse followers
  • Art Integration
Blue and Biscut journey through dreams.
Adventure
Play in browser

Unity 2D Project

Contributions

  • Combat: Created the attack functionality for the player and all the monsters
  • Enemy Navigation: Utilized Astar package to create Enemy Navigation
  • Enemy AI: Created enemy behaviors
  • Enemy Spawners: Created spawners that could be placed into the level to spawn enemies. Utilized gizmos to give appropriate information to designers on where enemies would spawn.
  • Boss Fight: Wrote a script for a modular boss fight that could have different types of enemies spawn between rounds of fighting the boss.
  • Music: Created the Background Music Manager to play the music, and allow dynamic switching of songs for different scenes and events
  • SFX: Implemented all of the SFX for the game
  • Sound Manager: Created a Sound Manager to allow adjusting the volume of the music and the SFX from the menu.

Use the power of your furious feet to kick evil comets into puffs of dust!
Action
Play in browser

JS Project

Contributions

  • Jump physics
  • Wall Sticking,
  • Drop through platform
  • Saving input and sound settings
  • Audio Filters
  • Reset Game
  • Bug fixes (sound menu, high refresh rate input, audio during pause or game over, missiles bug)
Action

Unreal 3D Project
Contributions

  • Reticle UI 
  • Aiming mode
  • Tank missile and related collision
  • Rocket trail effect, 
  • Tank tread animation
  • Dust particles 
  • Nuke model
Topdown 3D action shooter ala Vampire Survivors. Fight against swarms of rogue AI machines and survive!
Action

Unreal 3D Project

Contribuitions

  • Mail robot (sounds for voice and voice attack, projectile), 
  • view zoom control, 
  • volume settings, 
  • audio channel mixes, 
  • health pickup improvements (drop chance adjustment, bounces when spawned), 
  • player character firing aim, 
  • health drop tuning

Battle giant ships in space
Action

Unity 3D Project

Contributions

  • Cockpit model with animated buttons
  • Player laser (including overhead UI and functionality)
  • Laser related sounds,
  • Enemy destroyability functionality
  • Collision fixes
  • Missile improvements
  • Force field shield handling
Shooter

Unity 2D Project

Contributions

  • Save data manager
  • Feedback in Design Meetings
A first-person raycast adventure game
Adventure
Play in browser

JS Project

Contributions

  • Audio manager
  • Music integration
  • Inventory UI and related interactions
  • Rendering fixes
  • Skybox loop
  • Wind fix
  • Strafing speed normalized
  • Sprint input
  • Minimap fix
  • Additional editor input
Coolers, Coffee, and Code
Survival
Play in browser

Unity 3D Project

Contributions

  • Service Locator Implementation
  • Global Game System Startup and Shutdown
Solitude, Madness, and the Produce Aisle
Survival
Play in browser

Unity 3D Project

Contributions

  • Implemented a GameSystems class to manage all systems used by the game.
  • Constructed a tooltip system to show interaction information to the player.
  • Created a room detection system to allow the amount of reverb applied to sound effects to change based on the size of the room.
  • Designed a tutorial system with customizable tutorial pages.
  • Integrated FMOD events for different types of effects based on the player state.
  • Created flickering lights
  • Created Sprite Shader
  • Implemented Player Controller using Unity Navmesh and Nav Agent
  • Implemented UI
  • Debugged WebGL Build Errors
  • Misc. other small tasks
The Black Plague is upon us, or is it something else entirely? Can you find THE CURE?
Simulation
Play in browser

Contributions:

  • Created an early prototype of the game for testing
  • Wrote the Game State script to manage the different states of the game including the timer, days, and movement between rooms.
  • Wrote scripts to bind UI to elements of the game state.
  • Integrated art assets
A game made at Global Game Jam 2022
Puzzle
Play in browser

Contributions:

  • Input Handling: Setting up input for the player and inverting the inputs for the second controlled orb.
  • Music and SFX Integration: Setup AudioManager to handle Music and SFX
  • UI: Created all UI screens and transitions
  • Coroutines: Setup Coroutines to fade scene elements in and out to ease transitions.
  • Physics: Setup Physics for the players orbs, and all effects the orb experienced as part of gameplay.
  • GameState: Setup a game state that would manage the state of the game and check if the player had won
  • Level Design: Designed the first 6 levels of the game.
Play in browser

Contributions

  • Project lead
  • core gameplay
  • level generation
  • systems (ability, combat, attribute, mana, traps, audio)
  • base enemy AI
  • SFX(spikes, spider attack, additional bat attack, game over)
  • assorted art (arrows, dungeon tiles, frog animations, frog spawner, bandaid, candy, attack power)
  • speed boots
  • game over handling
  • item drops
  • font integration
  • treasure rooms
Overhead racing
Racing
Play in browser

Contributions:

  • Speedometer
  • countdown timer
A procedurally-generated rogue-like turn-based RPG
Role Playing
Play in browser

Playtesting & Feedback

Action
Play in browser

Playtesting & Feedback

Repair droid simulator
Puzzle
Play in browser

Contributions:

  • Glass Models & Materials
Side scrolling SHMUP
Shooter
Play in browser

Contributions:

  • Added functionality for the player lives UI
Play in browser

Contributions:

  • Made 3d models for the trees, and sedan in Blender