Homestead Arcana is my first fully released professional game project. I worked on the project from March of 2021 to May of 2023 primarily as a Gameplay and Tools Programmer. Everything shown on this page is something I contributed to the project.

My contributions to the project include:

  • Development and ownership of several core system

    • Crafting system and UI

    • Porter Shop and UI

    • Storage Chests and UI

    • Inventory Grid and Inventory Management

  • Development and ownership of several side content systems

    • Broom races and needed content creation tools

    • Miasma stashes system

    • Character Creator and Wardrobe Customization

  • Implementation of several pause menu tabs (recipes, inventory, map, options)

  • Misc Gameplay and UI contributions


Crafting

Contributions:

  • Primary owner of the system after inheriting its proof-of-concept.

  • Worked closely with design to implement system and UI design docs and perform iterations.

  • Making sure crafting was able to elegantly communicate with the player inventory.

  • Crafting station-specific recipe collections and recipe unlocking.

  • Upgradeable Crafting stations that alter recipe collections and apply buffs to the station.

  • Needed to make sure the crafting system was saving safe, meaning that saving and loading did not affect crafts in progress or the station’s inventory of crafted items.

System Summary:

  • Crafting in Homestead Arcana is a fairly standard implementation of the system; collect basic items and use recipes to create better items.

  • There are several different stations within the game including a Cauldrun, Grill, Windmill, and more.

  • Each station has its own collection of recipes and can even be upgraded to expand that collection.

  • Recipes are found either by collecting new items or purchasing/finding the recipe in the world.

 
 

Porter Shop

Contributions:

  • Fully owned from initial concept to full technical implementation

  • Worked closely with design to implement system and UI design docs and perform iterations.

  • Worked very closely with a paired designer to determine the needs of the system

    • This system was added late in development so a lot of time was spent to determine how it fits into the game and economy

System Summary:

  • The Porter within Homestead Arcana is a character that comes to the player’s homestead once a day to collect and deliver mail.

  • While the Porter is present that player may also sell and buy items.

  • The items that Porter sells range from a random collection of consumables to extremely important upgrades and recipes.

 
 

Broom Races

Contributions:

  • Fully owned from initial concept to full technical implementation

  • Worked very closely with a paired designer to determine the needs of the system and aid in content creation

    • Assisted in the creation of 50% of the races (8 races)

  • Developed tools to aid in the creation of races

System Summary:

  • Once unlocking the Broom, Huckleberry will guide the player to any of the nearest race bells found at the player’s main homestead or base camps.

  • Each race bell has its own location-specific collection of races for the player.

  • The player must complete races to unlock the full location collection.

  • Once races are completed the player is given a reward.

Miasma Stashes

Contributions:

  • Fully owned from initial concept to full technical implementation

System Summary:

  • Miasma stashes are a collection of randomly spawning chests that the player can find while exploring the Miasma.

  • Each time the player enters the Miasma a random amount of stashes is activated and populated with random items.

  • Each stash is assigned a loot pool that it can pick items from with a variety of rarities and drop chances.

Storage Containers

Contributions:

  • Fully owned from initial concept to full technical implementation

  • Worked closely with design to implement system and UI design docs and perform iterations.

System Summary:

  • Storage Containers are a way for the player to take items from their inventory and store them for an indefinite amount of time.

  • Standard Storage Chests simply hold items and cannot communicate with any other systems.

  • Upgraded Magic Storage Chests have a larger capacity and are able to be accessed from the Crafting UI for either ingredient collection or putting crafted items directly into storage.

Inventory Management

Contributions:

  • Taking a basic player inventory grid and extending it to work across many different interfaces (Crafting, Porter-Shop, Storage Chests, etc.)

  • Adding polish to item movement and controller support

  • Extended inventory grid functionality including sorting, visual item filtering, and cross-inventory drag-and-drop

Character Creation & Wardrobe Customization

Contributions:

  • Took existing back-end functionality for changing active character model pieces and developed the full system surrounding it.

  • Worked closely with design to implement system and UI design docs and perform iterations.

  • Created both new game Character Creation screens as well as Wardrobe Customization

  • Created functionality for unlocking new customization pieces and crafting clothing recipes.

  • Ensured Customization options save and loaded properly

System Summary:

  • When starting a new game the player is able to customization the appearance of their character.

  • These options range from hair color, eye color, hairstyle, and gender presentation.

  • Once in-game, the player eventually will be given a Wardrobe which allows them to customize the clothing options their character is wearing. These options include Hats, Hair, Outfits, and Shoes.

Pause Menu Pages

Contributions:

  • Finished the creation of the main player inventory page including adding stat, currency, and name info.

  • Created several pause menu subpages

    • Map UI

      • Displays the current location of the player on the map, the location of Miasma scars, and the location of the fast travel positions.

      • Respond to player game progress by showing areas of the map still affected by the Miasma.

    • Options page

      • Implemented the UI for the pause menu Options page as well as much of the options functionality.

    • Recipes page

      • Implemented the Recipes tab that is used to display the recipes the player currently knows

Misc Gameplay and UI Contributions

During development, I also assisted in feature additions, refactors, and bug fixes for several other systems and gameplay elements that weren’t necessarily owned by me.

These include:

  • Huckleberry homestead behavior and Conversation POI

    • To assist in the development of AI in the game I took charge of several aspects of the development of Huckleberry’s behavior.

    • Added to Huckleberry’s state-machine behavior for the homestead to have him react to the player tending plants or placing crafting stations.

    • Added conversation POIs as a way for narrative design to have Huckleberry lead the player to certain locations for dialogue.

  • Mail and Package Hutch UI refactor

    • Took an existing pair of UI screens and refactored their UI and back-end behavior based on new design requirements.

  • Plant Tending Upgrades

    • Added to the existing plant system a way for the player to upgrade the tools they use while tending. Each tool upgrade has a different effect ranging from a growth modifier buff to a chance to not consume compost when applied to plants.

  • Fast Travel