Aidan Smith

Skills
I'm self-taught and ambitious
Wanting to enter the world of game development as a teen, I've been doing it for the past 6 years. Documentation, online tutorials, and experimentation were the tools I used to become an independent developer. Today, I confidently state I can produce 3D models as an artist, I can conceptualise projects as a designer, and I can definitely write code as a programmer.
Rest assured, quality is my priority when I'm learning new things; if there's a more optimal way to implement a feature, I'm researching it. This learning habit has served me well as I've transitioned into developing more long-term projects such as my autobattler School Duel, where 'cheap' solutions to problems such as spaghetti code can be detrimental to a project's longevity.

I'm experienced.
Here's a detailed list of my experience as a game developer.
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Languages:
C#, GLSL, JavaScript, Python, SQL, HTML / CSS
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Engines:
Unity, GameMaker, GDevelop, Scratch
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Version Control:
GitHub, Unity Collaborate
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Project Management:
Trello
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Tools:
Visual Studio, Blender, Excel
I'm passionate and a gamer myself.
The day I got my first game console - the Game Boy - I was obsessed. Countless memories later, I develop games in my spare time. I no longer experience games as a child would, but I know too well how it felt and try to replicate that magic for players of my games. I also participate in game jams when I'm available such as Ludum Dare where I produced my stealth-based game Secret Knight.
When I'm not working on a game, I'm probably playing one instead. During my play, I always find myself appreciating the many roles that come into play to create the experience. I love theorising the systems behind the scenes to inspire my own projects, and at the moment have my eyes on Undertale, Stardew Valley, and Valorant.




