Hi, I'm Joey!
I'm a full stack game developer! From gameplay and system's programming, to Design, 3D, and Audio - I love turning ideas into playable experiences
Although I am proficient with different disciplines, programming and design are my specialty.
I have a focus on improving the developer experience as much as possible, with strong tools and robust documentation, whilst making sure that design doesn’t suffer.
I have experience with Unreal Engine and Unity alike, with a few smaller games having been made with custom C++ engines.
I’ve worked on a variety of in-house tools and solutions, from distance matching plugins for 3D animation, to AI ticket systems for combat games, to even asset compilers and prefab systems in my own C++ engines!
If you have any questions about my projects, or would just like to know more, I am always free to chat! You can reach me at joeyphoier@gmail.com
ArcadeHalla
I was the solo programmer, and one of the designers for ArcadeHalla, an arcade inspired shoot ’em up with roguelite elements.
With the prompt for “Make players feel as if cheating is the best way to gain an advantage”, we designed a game riddled with fun hidden exploits for players to abuse!
I developed a simple system for other designers to implement and customize any kind of weapon, which allowed developers create new weapons from scratch in just 5 minutes.
The project ended up hosting a shop with 18 different weapons, a skill point system with 15 different skills, a wave survival system with 10 different enemy variants, and 18 different exploits players could take advantage of.
Paraquatic
I was the solo programmer and audio engineer for Paraquatic, a horror simulator game played inside a giant diving bell arcade machine.
Controlled by an Arduino directly connected to Unity, players would have to make use of the diving bells physical controls (like cranks and levers) to descend into the depths of the artic ocean. In a race against time, the seafloor must be reached before you become fall prey to the mysterious sea monsters that hunt you.
One of the core systems I developed for this project was the adaptable sea monster AI. As you fend off against its attacks, it will learn certain patterns from the player, and try to veer away from them, learning the range of your camera flash. As the game progresses, it will also become more aggressive and intelligent, using new attack patterns depending on the situation.
Many more!
There’s a few other projects i’d love to show, so stay tuned!