Allie Keats
Game Programmer
Senior Systems Programmer at Behaviour Interactive with 5 years of professional C++ experience.
Meet Your Maker
C++, 2021 - 2023

Create. Protect. Survive. Meet Your Maker is a post-apocalyptic first-person building-and-raiding game where every level is designed by players for players.

My focuses included:

  • Owning the integration of several external technologies such as Wwise, AMD FidelityFX Super Resolution, and more
  • Profiling and optimizing memory and performance across Gen 8 consoles, Gen 9 consoles, and PC
  • Assisting in migration of mature, mid-production codebase from Unreal Engine 4 to Unreal Engine 5
Diablo II: Resurrected
C++, 2019 - 2021

A Timeless Classic. Diablo II: Resurrected is a remastered version of the quintessential action RPG Diablo II. Pursue the mysterious Dark Wanderer and fight the denizens of hell as you uncover the fate of the Prime Evils Diablo, Mephisto, and Baal.

My focuses included:

  • Authoring core engine components for Diablo II: Resurrected including the C++17 job system and render graph technology
  • Ownership of the "Translation Layer" which remaps events and information from the underlying 2D game into 3D
  • Audio engineering, replacing a 20-year-old DirectSound implementation with FMOD and enabling multi-platform support
Destiny 2
C++, 2018

Destiny 2 is an online shared-world first-person shooter primarily developed by Bungie. As a Junior Software Engineer at Vicarious Visions, I worked on a collaborative, high-caliber team helping Bungie to expand the Destiny franchise.

My focuses included:

  • UI engineering, helping to ensure content creators had all the tools they needed to make engaging, intuitive, and gorgeous UI
  • Assisting making changes to the base game that were required to ship Destiny Guardians, a version of Destiny 2 for the South Korean market
re[Mod]
C#, 2017-2018

re[Mod], my Senior Capstone project from Champlain College, is a multiplayer on-the-fly weapon-building arena first-person shooter. Modify your weapon on-the-fly to become the strongest player and dominate the arena in this networked, 6-player experience.

My focuses included:

  • Implementing gameplay mechanics, systems and networking
  • Code architecture and documentation
  • Designing a design and art pipeline compatible with rapid iteration
Eos
C#, 2017

A semester-long VR project produced in Montreal, QC. In Eos, you create a solar system from scratch, and are able to explore and interact with it from the scale of a sun down to the size of a creature on each planet you create.

My focuses included:

  • Overall architecture of the codebase
  • Implementing about half of the gameplay mechanics and systems
  • Implementing visual effects with the artists and creating Unity Editor tools for the designers

Less of a game and more of a tech demo, this downloadable piece is an interactive demonstration of my interpretation of Context Behaviors as described by Andrew Frey. This was part of the AI "research" project, where we were able to dive into any topic in game AI, whether we had covered it in class or not, and create a demo. I chose to look deeper into Steering Behaviors and alternatives to Steering, and found this really cool topic that I am looking forward to using in a real game project.

BTV Flight
C#, 2016

A joint project between Champlain College's Emergent Media Center and the Burlington International Airport. Developed in Unity with the Xbox Kinect 2.0. This interactive experience is designed to be approachable and inviting to anyone passing through the airport, and is on display as a semi-permanent art installation in the North concourse of BTV.

My focuses included:

  • All gameplay and AI programming
  • Implementing and documenting Unity Editor tools for future teams