Eric Dahl

GitHub - LinkedIn

Hi, my name is Eric. I'm a software engineer focused in the games industry with experience in Unity, Unreal Engine, and custom C++ engines.

I've been fortunate to work with some awesome people across several studios, and on this page I've showed, where possible, the projects I've worked on. I've included a variety of personal projects as well which generally come from my enjoyment of game jams.

Work Projects

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Unannounced Project Gasket Games - Unreal Engine 4 - 2023 For this project I worked on tools & features to satisfy requests from the level design team. One feature involved learning the game's custom UI layer built on top of Coherent Prysm.
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Unannounced Project Gasket Games - Unreal Engine 4 - 2022/2023 The sub-team I was on for this project owned and developed a specialized PhysX-based AI-controlled actor. I specifically worked on gameplay combat features, physics setups, and AI behaviours.
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Unannounced Project Gasket Games - Unreal Engine 5 - 2022 For this multiplayer game I worked in C++ alongside a custom lua based scripting language to develop minigame features and improvements.
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Unannounced Internal Project Gasket Games - Unreal Engine 5 - 2022 My contributions on this internal IP were through audio optimizations and a subsystem to handle queueing up dialogue + subtitles. We worked with an external company to setup sounds in Wwise but my work allowed us to iterate on dialogue audio ourselves while still going through the Wwise sound engine.
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Heads Up! Netflix Edition Gasket Games - Unity - 2022 Based off the original game's Android app, I worked on changing the UI to match the new themes and supporting the added localization features such as the language switching menu and Right-to-left languages. Part of this process required integrating with the Netflix Games SDK.
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Minecraft Earth Blackbird Interactive - C++ - 2020 My tasks on this involved fixing bugs and implementing UI features to match provided visual targets. The "Seasons" area was my main focus which provided a tree of things to unlock, updated periodically. In addition to C++ I learned and worked in the Bedrock Engine's custom UI scripting system.
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VR Tsunami Victoria Makerspace, Ocean Networks Canada - Unity - 2018 This SteamVR project's goal was to raise awareness around tsunami preparedness by using Port Alberni as an example. My work included converting Open Street Maps data into in-game roads, populating them with vehicles, and overall game logic/controls. We demoed this at several events, including in Port Alberni itself.

Personal Projects

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Unity Roguelike Unity - 2023/Ongoing A rework of an old C++ project I had been developing but have since moved to Unity to spend less time on engine development. Nearly all of the game logic is handled in plain C# code with monobehaviours and gameobjects strictly used for visualizing the dungeon and its entities. Work so far has been on map architecture, procedural generation, and sightcone/FoV calculations. Developing as part of an annual RoguelikeDev event
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Global Game Jam 2023 Ceres Catalyst - Unity - 2023 A short atmospheric game based off the theme "Roots" and vaguely inspired by Valve's source games. For this jam I wanted to focus on a short yet polished experience and prioritized blocking out the level and getting basic interactions complete early on so I could work on polish later.
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Ludum Dare 51 Ravening Edge - Unity - 2022 A doom-like game made off the theme "10 seconds" where you had to kill an enemy every 10 seconds or sacrifice a chunk of health. Development involved creating the character controller, level loading system, overall logic for the game, enemies, weapons, plus the art/sounds/music.
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Bullet Hell Jam 2022 Invaders From Space - Unity - 2022 Most of the work for this arcadey game involved the movement patterns and enemy wave spawning. One of the core mechanics in bullet hell games is the patterns of bullets, so a chunk of development was spent on level design too. Check the linked page to see what others thought of it!
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Unity Metroidvania Unity - 2021/2022 Originally a test for a classic Castlevania style platformer, I expanded it into more of a complete game. While incomplete, I developed the character physics/collision from scratch, along with systems for area loading, boss AI, stores, menus, and a variety of visual/audio effects. While less relevant, I also had a lot fun doing a bunch of music for this.
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C++ Roguelike C++/SDL2 - 2019-2021 This dungeon crawler went through multiple complete reworks allowing me to iterate on the custom engine's core features like the Entity Component System, dungeon generation, movement, combat, input handling, level system, and animation/visual effects support. A short video is attached to the GitHub page showing its current, albeit incomplete state.
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Ludum Dare 49 Radiopathic - Unity - 2021 This endless driving game featured a car radio in need of frequent retuning to catch directions for upcoming forks in the road (based off the theme "Unstable"). Work went into the car movement and game logic but primarily the endlessly generating road, which is pieced together over time from several varying road segments.