Connor Kelly

Game Programmer and Designer

Projects


Dungeon Train Main Menu

Dungeon Train

A top down roguelike game, taking place in a multi-dimensional never ending train, that I worked on as designer and programmer with a dedicated team of 9 for a contract to one of our professors. We all communicated in person, over Discord, and via Jira and updated the project via branches and pull requests on Github.

  • Designed and programmed key gameplay systems, including UI, inventory, character stats, and movement mechanics, contributing to overall player experience.
  • Asissted with documentation and code cleanup
  • Collaborated using GitHub, Jira, and in-person/online meetings

Teeter

A survival horror game in Unreal Engine focused on escaping waves of monsters while managing hunger and health.

  • A student group project that lasted a semester that I worked on as main UI designer and programmer, as well as helping with general design and programming. I did all of the design and coding of the menus and UI in this game.
  • When designing the UI, I made sure to try and keep it subtle and out of the way, so that it did not take the player out of the game. This would allow the player to keep their tension high while playing, as bars or a more intrusive system for health and hunger would be more likely to take them out of it.
  • I also tried to make it match the horror theme by making it visually dark and brooding.
  • Contributed to scripting and team sprint goals using Jira and GitHub

The Tower

A procedural platformer where I developed randomized obstacle systems for replayability and challenge with a team.

  • A student group project that I worked on as designer and programmer with a small team. We all communicated both in person and over Discord, and updated the project via branches and pull requests on Github.
  • Together, we worked on making a game where a tower would be generated with random rooms you had to jump up through. I was in charge of designing obstacles and extra platforming challenges. I worked on a system where platforming challenges that functioned similarly (ie three platforms in the form of stairs, or one moving platform that went up diagonally in random speeds) would be randomly selected from arrays in spawners that were hand placed in locations in the generated rooms.
  • As the rooms themselves were made by hand, and were just randomly selected from, the obstacles and platforms that I made worked to add an element of replayability to the game, as you could go through the same room twice, but the platforms would be different. Care was taken to make sure all platforms would not cut off all possible progression, were appropriate sizes to allow easy access, and that the moving ones were not too fast to get on top of.

Junkyard Grave

Solo RPG project in Unreal Engine using free assets and a base template. Focused on atmospheric design and interactivity.

  • Focused on World-building through environmental storytelling
  • Scripted interactive elements using blueprints and C++

Achievements

Photo of Connor Kelly

About Me

My name is Connor Kelly. I am a junior game developer focused on programming with a strong interest in design. I have experience in Python, C++, and Unreal Engine.

I’ve worked on several team-based game projects and completed contract work. I love dissecting game design while playing and have a Bachelors degree in game development and design from Purdue.