ZACK LAWRENCE

In what might be one of my best puns of all time, I programmed a "boxing" machine in which the couch player "boxes" cubes using boxing gloves.

Scripted a line renderer to predict the trajectory of slung objects.

In what might be one of my best puns of all time, I programmed a "boxing" machine in which the couch player "boxes" cubes using boxing gloves.
Made with

Role on Project
Dates of Employment
Summary
In Wacktory™, a single player in VR acts as the foreman of a wacky factory, and traditional controller players act as robots on the factory floor. Players of two types must work together beat the clock and create the most advanced product ever seen—The Cube! In the development of Wacktory, I contributed heavily to every design discussion, helped other programmers out on a regular basis, and stepped up to the plate to perform by far the most programming tasks in the second half of development.
Primary Contributions
Couch Player Finite State Machine, animation implementation, and overall functionality
Machine Breaking System
Projectile projection line renderer
Rework of smasher implementation and creation of crack textures
My own controller system in Unity
Level select conveyor movement
Numerous in game machines, including the boxing machine, death tracker, and crate spawner
Numerous VFX
Profiled and optimized massive portions of the code base
Debugged any and all code
Designed levels and color schemes
Began development on level 2
Personally pioneered many of the large design decisions and pivots
Creation of in editor developer tools
Multiple camera implementations
Wrote in game dialogue and promotional material
Personally coordinated with VA
UI work and texture creation
And much more