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Hello, My name is Connor McNeilly and I am a Technical Game Designer living in Vancouver.
I specialize in creating tools for designers to more easily tune and make changes during development. I am very interested in creating enviromental and gameplay systems, I'm persistent in my learning, and thoroughly love finding meaningful dynamics for players and aspire to create intricate mechanics that players believe are worth 'Exploring'.

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I'm currently working on a 4 month long project.

Welcome to my Portfolio

About Me

Skills & Tools

 I excel in programming, starting since high school where I have experience developing in C# for 3 years now and 1 year in C++. I am also capable of taking systems from start to finish, and proper technical documentation.

-Unity(C#): I currently have 2 year of experience in Unity and studied its execution order while at VFS. have experience in areas across the engine developing assets and systems using tools such as: the VFX Graph, Shaders, ScriptableObjects, UnityEvents, UI, and NavMesh. And have experience reading and utilizing the Unity​ Profiler.​

-Unreal Engine 5(C++/VisScrpt): 

I have 1 year of experience developing in Unreal Engine 5 framework; and have spent my time learning to read and program in C++ and Blueprints, and other features like Fracture, GAS, Materials, CubeGrid, Behaviour Trees, UI, and Post Processing. I've also learned to read and make bugfixes off of Unreal Insight tests.

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-Version Control: I have used Github for all of my projects, and am experience in proper version control etiquette using either Perforce or Fork.

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-Google Sheets: My current project has me tracking and calculating costs and production of currency on google sheets.​​

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Game Design

I studied and graduated in the game design course at the Vancouver Film School over the course of 1 year; picking up fundamental skills in design, scheduling, scope and cost.

-Fundamental Design: I've practiced basic design theory with fundamental such as the 3 C's or the MDA and DDE frameworks when developing gameplay or the core loop.

-Combat and Level Design: I also have experience in design both combat and levels with each other in mind. I've developed a strong understand of how different genres create challenging AI behaviour, line of sight, cover levels, opposing fronts and prospect space, aswell as leading player intentions with lighting and leading lines and properly seperating and loading sublevels to save on performance.

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-Structure and Documentation: While developing my student titles at VFS, I learned to properly and regularly document work in both a GDD and TDD fashion. I am also capable of putting together an asset list and plan a project over several sprints of development, utilizing applications such as: Mira, Jira, Hack'n'Plan and the Google Workspace.

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Contact Me

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You can contact me through either option and I'll make sure to get back to you as soon as possible.

Thanks for taking the time to look through my work!

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