
Dean Brannen
Game Development

Projects
When I was in high school I had the opportunity to enroll in a video game development class that taught me unity basics. I was also a part of an extra curricular competition called TSA (Technology Student Association), which among other competitions allowed me to compete in Video Game Development against other TSA members, and learn how to properly organize, plan, and document our work. Today I am enrolled at Full Sail university perusing Video Game Development and Computer Science where I have learned similar techniques in a more modern and professional environment. I have learned how to use modern tools and techniques when creating video games in a plethora of ways from Unity and Unreal, to writing my own Engine for creating games. I have also learned how to work in a team to organize and divide the workload up equally depending on the skills and experience of each team member, and submitting that work to version control platforms like Github and Perforce.
Contingency Plan
coming soon stay up to date
Contingency Plan is a vr, multiplayer space exploration, mining, and combat game centered around a team working from a ship to loot derelict freighters, mine deep space asteroids, and fend off marauders looking to steal your bounty. In this game I am in charge of The enemy AI, Asteroid mining systems, Ship systems necessary for gameplay such as inventory, health and shields, Boss fights, Looting, and the networking elements involved in all of the former mentioned systems I was in charge of.
Latest Development Footage

Centipede
I created a simple Rasterization Renderer using the Vulkan Library with the help of a Middleware header file developed at Full Sail called Gateware. The engine was then used to create a simple centipede clone (LEFT)
Mind Forge
^ play it here ^
My midterm project for Full Sail University. Here i learned the basics of SCRUM and more intermediate Untiy development creating a first person shooter with a team of six people. I was responsible for Boss Behavior, Boss level design, Homing Missile, and Multiple Level Gadgets and partially responsible for Enemy AI.