Jack Reggin

Gameplay Programmer

Jack Reggin

Gameplay Programmer

Welcome!
I'm a Gameplay Programmer that takes a lot of pride in creating as smooth an experience for the player as possible. I've worked on many different kinds of projects from Networked Multiplayer Shooters to Turn Based Strategy games. I love being able to work very closely with the design team in order to find the best possible scenario for the player to have the most fun out of a new or existing gameplay mechanic.
Below is a summary of some of the top 3 projects that I've worked on. Clicking the image will bring you to the details page. If you'd like to get into contact with me, my email is info@jackreggin.com.
Genre Battle Royale, First Person Shooter
Engine Unreal Engine 4
Role(s) Gameplay Programmer, Networking Programmer
Language(s) C++, Visual Scripting (Unreal Blueprints)
Team Size 40
Duration 1 year
The Survivors is a battle royale game where 100 players are pitted against one another to fight to be number 1. The project used an Agile Workflow, using Jira as our main tool for both producers and development team.
Within The Survivors I worked on getting Twitch integrated into the game. As a streamer, you are able to link your Twitch account with your in-game account and then have your viewing audience vote on different Twitch Events that will take place during the match. For example, your audience may vote that you can only use pistols for a certain duration of time or spawn a horde of AI that will hunt down the streamer.
I also worked very closely with the Tech Lead/Lead Networking Programmer to help him design certain aspects to the game (matchmaking server, backend player account service, etc.). I was also knowledgeable within the team on the networking within Unreal and would be consulted on by others to help them with their system that they were implementing.
Genre Custom Engine, Turn Based Strategy Games
Engine N/A
Role(s) Gameplay Programmer, Tools Programmer, Scrum Master
Language(s) C++, Lua (Scripting), Javascript
Team Size 7
Duration 7 months
Hex Engine is a custom made engine that was designed around the concept of having hexagon based grids for turn based strategy games. Within this project, I worked on having an event system that would notify our scripting system (Lua) when certain game triggers were happening. These events could be called from C++ or from Lua itself, allowing the developer to make their own timings for when events would be fired.
I also worked on a tool to allow scripting via Lua with the Hex Engine easier by implementing certain features such as auto completion, documentation with the text editor, etc. This tool was built as a plugin within the text editor Atom. This made the connection between the Lua script and the Engine itself feel more tangible for developers using the system.
Genre Turn Based Strategy Game
Engine Hex Engine
Role(s) Tools Programmer
Language(s) C++, Lua (Scripting)
Team Size 16
Duration 3 months
Nebelkampf is a turn based strategy game built with the in-house, custom made Hex Engine. The game plays both like Chess and Battleships; you must out think your opponent while also using your tokens abilities to find them within the mist.
While this game was being produced by a team of developers, I mainly worked on creating tools that would better serve them. These tools included exposing a lot of what was already possible in Engine to either Lua scripting or the Visual Editor and hooking up tools created by other engine developers to be used in a wider range of areas.
I also created a tool that allowed Engine Developers to comment their code following Doxygens automated pipeline and have their comments show up in the Lua text editor for game developers. This made it a lot easier for the game developers to know exactly what a function or event would do and how they could use it, improving their iteration times with Lua scripting.