Connor McElroy


I want to make great games that forge great memories.

Connor McElroy
About

My name is Connor McElroy, and I hold a lifelong adoration for the video game. I grew up during the glory days of sixth and seventh generation gaming, and those experiences have gone a long way towards shaping me into who I am today. Those memories will forever be irreplaceable, and I intend to give back to a world that gave so much to me and my friends as a child.

I am a holder of a bachelor's degree in Computer Science from the University of Idaho. I have studied specifically towards becoming a game developer, and have completed several independent video game projects of various genres in Engines such as Unreal Engine and Game Maker. These games can be seen on my portfolio page. I have knowledge of programming in C, C++, C#, HTML/CSS, PHP, and Python. When I have some time and I'm not putting it towards coding, I can be found practicing longsword fencing, playing airsoft, skiing, rock climbing, and writing short novels.


Connor McElroy Skiing

Connor McElroy Fencing
Portfolio

https://store.steampowered.com/app/4675330/Soothe/

Soothe is a small Unreal Engine 5 puzzle game I have published to Steam. You awaken at the bottom of a rusted pit, another forgotten machine amongst a pile of those who came before. On your right, an extendable grappling claw, and on your left, a melted screen. You are given only one goal - reach the light above.

This project is a primarily a showcase of the cool tricks you can pull off with material arithmetic. Such examples include real-time rusting of metal robotic arms, false walls that are exposed by using mesh distance fields from those arms, object materials that can only be seen with certain other specific materials directly behind them, and a spooky glass/CRT post process effect that puts you behind the eyes of a long forgotten robot.

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https://store.steampowered.com/app/2411730/Lord_Privateer/

Lord Privateer is my first 3D Unreal Engine project. As the undead captain of a mysterious vessel sent from the afterlife into a somber world ruled by an ultra-powerful ocean tyrant, you are tasked with laying waste to evil seafaring forces, vanquishing powerful champion vessels, demolishing naval forts, and displacing The Patriarch from his position of power.

Lord Privateer is a single-player, open-world, ship-combat exploration experience. The player can engage in open-world ship battles, boss boat fights, naval fort assaults, and manual landmark navigation to progress through the story. This project hits many of the core tenets of full spectrum game development and helped start me on my journey in a big way.

"Project Kaiju" is a build of a multiplayer arena project I have in the works. This prototype features replicated multiplayer movement from grapples that can be fired from the arm and allow the players to swing from buildings at great speeds and heights. I intend to continue working with this system to create a satisfying lateral and vertical movement system akin to that in the legendary Attack on Titan. The animations being used were provided courtesy of my good friend Thomas Snyder, who is experienced in modeling and animating with Blender:

https://www.upwork.com/freelancers/~012c438bfcedc1b6b8?mp_source=share

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https://bingitybongity.itch.io/cinematic-swordfight-simulator

Cinematic Swordfight Simulator is a minimalist art style 2D swordfighting party game, and the first I ever made. Grab a few controllers and duel to the death against your friends, blade to blade!

I made Cinematic Swordfight Simulator in the Game Maker 2 engine, and made it available online at itch.io February 2021. CSS, as I like to call it, is a two-player fighting party game played on controllers that puts two players in opposition armed with swords and scarves. It's simple and it's fun, a blueprint that is always good to follow.

Incoming!! is a 2D, top-down, twin-stick style high intensity dodgeball game. Square up against waves of opponents and take them down one at a time by mastering the humble dodgeball!

This game was the result of a group project for CS 383 Software Engineering at University of Idaho, made alongside Kevin Wing and Gary Banks in the Unity engine. This game is not yet available online, but will soon be uploaded to itch.io.

https://github.com/kevinwing/sweep

This is a classic take on Minesweeper written in C++. The game was the final group project I participated in for CS151 Computer Science II at North Idaho College. I helped put this together alongside Kevin Wing and Caleb Simmons. This program can be installed and played from the terminal using the instructions in the Github repository.

https://github.com/connor-mcelroy/360-project

In a break from video games, I present below screenshots from the MyHome project I completed for CS360 Database Systems at University of Idaho alongside Kevin Wing. This project is built within the Laravel framework and involved HTML, CSS, and PHP. It supports communication with a localhost database to enable the creation of user accounts that allow the posting of user houses and their features in tandem with the creation of vendor accounts that allow the posting of home services for sale. The user accounts have access to a service calculator to compare and contrast the benefits and costs of advertised vendor services and allow the user to check out new services for their home.

For just shy of two years, I did contract work I did for Drew Labs/Sweet Sprockets in Coeur d'Alene. This work was mostly of a rapid prototyping kind. Many of the projects are either unreleased or shelved indefinitely, so I cannot discuss them specifically. That said, each section below does detail the systems, ideas, and/or mechanics I successfully implemented for each.

The most involved project I worked, this game was an arena-style multiplayer experience involving playing as small animals. This project focused largely on skills concerning:
- Networked and replicated movement and controls utilizing RPC's
- Functional pregame lobbies supporting inviting through Steam
- Persistent progression systems attached to player profiles

The closest project to being entirely finished, this game put the player within an isolated small-scale enclosed map requiring them to track environmental cues to succeed. This project focused largely on skills concerning:
- Small-scale enclosed level design
- Ambience and post-process effects
- Walking sim-style horror gameplay

The largest-scope of my work projects, this game was built in the spirit of child-friendly kart racers like Mario Kart. This project focused largely on skills concerning:
- Inheritance concepts within large blueprints for player and AI vehicles
- Racing AI for following tight paths at competitive speeds
- Scripted as well as physics-based vehicular interactions for fun and chaos

The most visually focused of the projects, this game took the form of a more traditional open-world survival played across a remote tropical island. This project focused largely on skills concerning:
- Advanced landscape materials and landscape layer painting
- Large-scale outdoor level design and level streaming/optimization
- Linear story structure and progression

The smallest of these projects, this game served largely as a series of experiments in creating more elaborate character materials and procedural generated levels. This project focused largely on skills concerning:
- Dynamic materials for character meshes that can achieve visual effects like turning transparent and ghost-like when passing through objects
- Creating procedurally-generated levels at runtime using PCG volumes and graphs
- Elaborate and dynamic Niagara particle effects

Contact

If you would like to contact me, please send me an email at the below address. I will get back to you as soon as I am able! I am located in Coeur d'Alene, ID and can travel for work as well as work remote.

connormce123@gmail.com