Nathan More
About Me
My name is Nathan More and I am a game engineer currently working at Visual Concepts on popular sports titles. I studied game development at the University of California Irvine. In my free time I like to play video games (of course), mostly a mix of big RPGs and casual sim games. I also love hosting board game nights, watching movies in the theater, going on hikes, and reading comics.
Fun Facts
- In college, I was the Design Director of the Video Game Development Club where I would host workshops on design topics.
- I specialize in C++ game development with experience in UI and Gameplay engineering.
- I have worked with Unreal, Unity, Godot, and multiple custom AAA game engines.
- One of my favorite things about video games is emergent gameplay. Unlike many other mediums that can provide a great story, video games can create many unique and memorable experiences that speak to you individually.
- I enjoy a wide variety of video games, from grand strategy games like Europa Universialis IV and Crusader Kings 3 to huge RPGs like The Witcher 3, and casual games like Slime Rancher. Some of my other favorite games of all time include Dishonored, Civilization V, God of War, Hades, Sid Meier’s Pirates, and Portal 2.
- Anyone who knows me well is aware of my infatuation with pizza in all forms, and my proportionately cruel affliction of lactose intolerance.
- Also, I love Dinosaurs (I have a cartoon T-Rex tattoo on my ankle).
Games
NBA2K24
One of the world’s most popular sports games.
- Quickly learned a proprietary C++ game engine, allowing me to take over bugs from other engineers between Alpha and launch.
- Worked on UI across multiple game modes, including MyCareer, MyTeam, PlayNow, and MyLeague.
- Got greatere experience with many dev tools, including Perforce, Visual Studio, Helix Swarm, Jira, and Confluence.
The Summoner
A 3D fantasy action game developed in Unreal Engine 5.
- Led a team of engineers and designers to develop a large organized codebase consisting mostly of C++ files.
- Created quick time events where the player can capture the spirits of enemies when they are low on health.
- Built in the functionality to summon spirits where you are looking, give them commands, and sacrifice them in a deadly explosion.
- Created unique AI trees for both of the main enemy types encountered in the game, enabling more dynamic and realistic combat encounters.
Death To Love
A punk rock 2D co-op beat-em-up.
- Led the programming team and crafted the technical design of the underlying systems and gameplay mechanics.
- Designed and implemented the combat mechanics and locomotion, enabling battle between a screen full of enemies and up to two players.
- Created systems for managing multiple players, with a character selection screen and different input methods.
- Utilized scriptable objects, a data driven Unity feature, to allow for easy data management and quick adjustments to character stats, abilities, and movement.
Contact/Links
- Email: contact@nathanmore.com