Philip Wallner
Game Programmer
My name is Philip Wallner. I am currently Working as a Game programmer at Nibiru Software
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My skills -Languages and Engines
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Portfolio
The randomly generated hexagon maze is made by me. I had previously made a normal square maze for a project in school, and wanted to challenge myself by increasing the amount of directions so going from a square to hexagon. And that's why I programmed the Hexagon. The Hexagon was made with Unity and C# as a language.
Portfolio
Mission Control

This was something I worked on at work. I was responsible for creating a 3D environment that the players could interact with, as well as making everything look up to the company's standard. Mission Control is the hub from which you farm some of the game's resources, like waste and energy. But also, you use your in-game assets to place down tiles, drones, rovers, and facilities.
A* PathFinding

In the Unreal Engine, I developed an A* component, which is used for pathfinding and AI navigation. Alongside this, I also crafted a grid actor, which is customizable. This allows the user to change the gridcell size, as well as the x and y coordinates in the grid. This allows for versatile adaptability in different game scenarios, enhancing the overall user experience and gameplay dynamics.
Hexagon Maze

The randomly generated hexagon maze is made by me. I had previously made a normal square maze for a project in school, and wanted to challenge myself by increasing the amount of directions so going from a square to hexagon. And that's why I programmed the Hexagon. The Hexagon was made with Unity and C# as a language.













