Steve Sedlmayr's Multimodal Game Dev Portfolio



This is a portfolio of my game dev, game tool, interactive and art work going back to 2009. Most of it is in Unity, but some of the earlier stuff up to around 2011 was in Flash. It includes FTE, contingent, freelance and pro bono work. Just for fun and because life isn't all work, I've also included some sections about my pursuits when I'm not working on games or art projects.



Games & Tools ( & Experiences)


DroidknotStress & Satisfaction (2024-present)


Description: A simple game with a satisfying core mechanic like some of the mid-core/cozy casual games I play in between more serious games. Envisioned as a mash-up between the mechanics of Bad North (PS5) and a restaurant theme inspired by playing Traveller's Rest (PC). We would describe the genre as cosy-casual, roguelike, real-time tactics restaurant management.

The game view. The scene view.

Status:WIP

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):Mobile (Android), PC

Role:Indie developer

Notable Contributions (so far):



 

PersonalPathfinding Sandbox (2024-present)


Description: I hadn't hand-written pathfinding in a while, opting to use Unity's built-in Navmesh, which is going to be more efficient in most cases. For fun, I implemented A* in Unity. I also experimented with some optimization tricks I learned in the Udacity Flying Cars Nanodegree.

The start state. A generated street scene. The debug console. Pathing visualization enabled. Full visualization enabled: a bit crowded!

Status:Posted to github

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC

Role:Author

Notable Contributions:



 

NetflixNetflix Stories: Love is Blind (2023)


Description: A visual romance adventure novel based on the popular eponymous Netflix show.

Love is Blind thumbnail 5. Love is Blind thumbnail 1. Love is Blind thumbnail 2. Love is Blind thumbnail 3. Love is Blind thumbnail 4.

Status:Released in 2023 on Google Play and the Apple App Store (500K+ downloads on Android)

Engine/Language(s)/Libraries:Unity/C#/BFML/AppsFlyer/Febucci Text Animator

Target Platform(s):Mobile (Android/iOS)

Role:Full-Time Contingent Talent (Software Engineer, Game Systems)

Notable Contributions:



 

DroidknotHiveliminal (2020-present)


Description: A walking RPG exploring what it's like to be neurodivergent and having to mask in neurotypical world.

Status:WIP

Engine/Language(s)/Libraries:Unity/C#/KitchenSink

Target Platform(s):PC

Role:Indie developer

Notable Contributions:



 

NomadicVR Panopticon (2018)


Description: A behavior tree agent to optimize foot traffic in a controlled VR arcade space and prevent physical collisions between players wearing headsets in the era before pass-through was a thing.

Status:Company closed in 2020

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC, VR (Oculus Rift)

Role:FTE (Senior Gameplay Engineer)

Notable Contributions:



 

NomadicArizona Sunshine: Rampage (2018)


Description: A VR arcade experience based on the popular indie game Arizona Sunshine.

Status:Released in 2018

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC, VR (Oculus Rift)

Role:FTE (Senior Gameplay Engineer)

Notable Contributions:



 

Y-Combinator ResearchSolar (2017)


Description: A miniature solar system simulator experience exploring spherical video in VR.

Status:Partially completed, project cancelled

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC, VR (HTC Vive)

Role:Pro bono research fellow

Notable Contributions:



 

Y-Combinator ResearchKeycube, a VR typing experiment (2017)


Description: An exploration of a potentially more efficient way to type using Vive controllers.

Status:Published in a blog post in 2017 at elevr.com

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC, VR (HTC Vive)

Role:Pro bono research fellow

Notable Contributions:



 

Y-Combinator ResearchCross platform VR/AR development experiment (2016)


Description: An exploration of developing VR experiences in Unity that would work on both Vive and the Hololens devkit 1.

Status:Published in a blog post in 2016 at elevr.com

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC, VR (HTC Vive)

Role:Pro bono research fellow

Notable Contributions:



 

InsuranceQuotes.comTurducken Football (2016)


Description: A seasonal, promotional Thanksgiving football game.

Status:Game cancelled when Insurance Quotes was acquired by Bankrate Inc.

Engine/Language(s)/Libraries:Unity/C#/KitchenSink

Target Platform(s):Mobile (Android)

Role:Independent contractor

Notable Contributions:



 

VoltageQueen's Gambit (2014)


Description: A visual romance adventure novel for women (otome game).

Queen's Gambit thumbnail 1. Queen's Gambit thumbnail 2. Queen's Gambit thumbnail 3. Queen's Gambit thumbnail 4. Queen's Gambit thumbnail 5.

Status:Released in 2014 on Google Play and the Apple App Store; taken down in 2017 (10K+ downloads from Google Play).

Engine/Language(s)/Libraries:Unity/C#/Java/Obj-C/Obj-C++/Perl/SQLite/iGui

Target Platform(s):Mobile (Android/iOS)

Role:FTE (Lead Software Engineer)

Notable Contributions:



 

VoltageMagdabot & Chadwick (2014)


Description: An asset pipeline for production of Queen's Gambit. Consisted of a script written in ExtendScript for exporting Photoshop document layers as PNGs, and a standalone desktop editor tool for compositing those images, along with text and audio, to produce assets packaged into zip files and loaded by the title at runtime. Named after Gorgeous Magda, a cross-dressing opera singer, and Chadwick Boseman, a love interest, characters from a previous Voltage title, "To Love & Protect".

Status:Used in 2014 to produce Queen's Gambit.

Engine/Language(s)/Libraries:Unity/C#/XML

Target Platform(s):PC

Role:FTE (Lead Software Engineer)

Notable Contributions:



 

LighthausPlacenta Educational Experience for Stanford (2013)


Description: An interactive edutainment experience informing the public about the placenta.

Status:Finished in 2013.

Engine/Language(s)/Libraries:Unity/C#

Target Platform(s):PC

Role:Independent contractor

Notable Contributions:



 

PersonalKitchen Sink Unity Library (2013-present)


Description: A collection of useful design patterns, UI, AI, and IO code, et cetera, for use across multiple projects, packaged as a DLL and drop-in Unity editor scripts.

Status:Authored in 2013, still in use and being updated.

Engine/Language(s)/Libraries:Unity/C#/VS

Target Platform(s):Any

Role:Author

Notable Contributions:



 

BiowareProject Gibson (2011-2013)


Description: A strategic, ship fleet combat game set in the Mass Effect universe.

Status:Not completed; studio closed.

Engine/Language(s)/Libraries:Unity/C#/Java/Obj-C++

Target Platform(s):Mobile (Android/iOS)

Role:FTE (SE III)

Notable Contributions:



 

BiowareDragon Age: Legends (2010-2011)


Description: A Facebook-based turn-by-turn tactical RPG set in the Dragon Age Universe.

Dragon Age: Legends splash image.

Status:Released on Facebook in 2011

Engine/Language(s)/Libraries:Flash/Flex/ActionScript 3/Java

Target Platform(s):Facebook/Google+

Role:FTE (SE III)

Notable Contributions:



 

PlayfirstChocolatier: Sweet Society (2010)


Description: In Chocolatier: Sweet Society, you create and manage your Chocolate Shoppe, make delectable chocolates, sell them to your friends, and work your way up to building your own chocolate empire.

Status:Released in 2010 on Facebook; no longer available.

Engine/Language(s)/Libraries:Flash/Flex/ActionScript 3

Target Platform(s):Facebook

Role:FTE (Senior Software Engineer, Social Games)

Notable Contributions:



 

PlayfirstWedding Dash Bash (2010)


Description: A Facebook entry of the Wedding Dash franchise, a casual strategy game in which the player plays as Quinn, a wedding planner, to plan successful weddings for clients.

Status:Released in 2010 on Facebook; no longer available.

Engine/Language(s)/Libraries:Flash/Flex/ActionScript 3

Target Platform(s):Facebook

Role:FTE (Senior Software Engineer, Social Games)

Notable Contributions:



 

PlayfirstDiner Dash (Facebook) (2009)


Description: A Facebook entry of Playfirst's popular Diner Dash franchise in which players play as Flo, a diner waitress, to fulfill customer orders in a busy diner.

Status:Released in 2010 on Facebook; no longer available (2.5M MAU peak).

Engine/Language(s)/Libraries:Flash/Flex/ActionScript 3

Target Platform(s):Facebook

Role:FTE (Senior Software Engineer, Social Games)

Notable Contributions:



 

PersonalChitin Modularity Library (2008)


Description: A modularity framework to optimize the loading of applications written with the Flash platform in the days before high-bandwidth connections were commonplace.

Status:Used until about 2011.

Engine/Language(s)/Libraries:Flex/ActionScript 3

Target Platform(s):Facebook

Role:Author

Notable Contributions:




AI Art Projects

All of this work was performed on a pro bono basis.

Synthetic Self (WIP, 2022-present)


Synthetic Self is an attempt, building on our earlier work with Prosthetic Memory (see below) to make a digital clone of M Eilo, AKA the artist known as blinkpopshift, including not just the shallow copying of likeness mapped to visemes and phonemes of the current state of digital avatars, but also the emotions and memories of M as well.

So far, the grant funding M has sought for this piece has not been forthcoming, so all I have done so far is some simple TTS voice cloning of M's voice with an implementation of tortoise TTS via github. Hopefully grant funding will be forthcoming, as this piece requires far more effort on my part than previous pieces, and the artist would like me to be compensated for my time. Pro bono work my continue on the piece in the future if time allows and no funding can be acquired.

The cloning of M's likeness and voice are fairly well known tasks at this point. I may need to fine tune an LLM via Hugging Face, to which end I am currently taking a Databricks course on LLMs via EdX. The emotional and memory portions of the implementation will require more novelty on my part. I have an innovative idea for the emotional portion, but have not implemented anything yet. The memory portion will perhaps build on Prosthetic Memory in some way for visual information, and perhaps contextual search for the textual portion, possibly involving the same or another fine-tuned LLM/SLM mapped to the emotions emerging from the agent via sentiment analysis.

 

Prosthetic Memory (2019-2020)


From the artist's website, blinkpopshift.com:

Prosthetic Memory is an ongoing experiment in self-augmentation combining handmade journals, daily videos, and a custom AI. With the journal laying flat on a desk a camera captures its pages. The AI compares this feed to its model, determines which page is showing, and projects an associated video memory on the desk nearby. Created to replace the artist's long term memory which was damaged by a childhood brain injury...

Using YOLOv4, I ultimately achieved an MaP of 99.91% and a detection accuracy during inference of 98%, while training with only 76 images per object class. The piece earned the artist a Ford Foundation Disability Futures Fellowship with a $50,000 cash award, runner up to the Ars Electronica S+T+ARTS prize, and was exhibited internationally.

To realize the artist's piece, I:



Additional links:



 

Masking Machine (2018)


Built a Unity application that projected digital masks onto the artist's face, detected with OpenCV, displayed on a monitor mounted on a chest harness and running on a mini computer:




E-bike Wrenching(Under Construction)


PC Building(Under Construction)


Home Chef-ing(Under Construction)


DIY Urban Homesteading(Under Construction)