Snake Pass
The 3D puzzle-platformer without jumping.
Timeline: 2016/09 – 2017/02
Studio: Sumo Digital, Sheffield
Role: C++ Programmer & Tech-Design
Engine: Unreal Engine 4
My Responsibilities
Served the brilliant team in Sheffield as Unreal Engine expert in the double role of C++ Programmer and Tech-designer. I joined the team mid-production and helped ship this Switch launch title during its final push to release, and showcased to the public at several events (EGX, Play Manchester, and developer live streams).
- Level Design (Toasty Trail, Searing Shrines, Twister Tops) and implemented dynamic gameplay scenarios.
- Developed a couple of game modes (Time Trial and Update 1.4’s Arcade Mode), and various game mechanics (e.g. physical actuators, camera zoom, dynamic rumble&damage, cinematic tools) in C++ and blueprints.
- Developed some smaller setup tools (such as defining dialogue moods for cinematics).
- Profiling & Optimization for lower-end devices, mainly CPU.
- Bug fixing up to release on wide range of features and mechanics, including console-specific issues (e.g. artifacts from incompatible platform shader rendering).
Jos was an invaluable team member during the development of Snake Pass. So much so that when I moved back to the Netherlands a few years later, one of the main reasons to join Stitch Heads as a Principal Designer, was the fact that I would be able to work with Jos again.
Sebastiaan Liese
Creative Director on Snake Pass