Ben Daly
Level/Game Designer & Composer
UC Santa Cruz Class of 2024
Computer Science/Game Design
Email: mvben33@gmail.com
itch: https://mojius.itch.io
LinkedIn: /in/benjaminfrancisdaly
Github: https://github.com/mojius
Level/Game Designer & Composer
UC Santa Cruz Class of 2024
Computer Science/Game Design
Email: mvben33@gmail.com
itch: https://mojius.itch.io
LinkedIn: /in/benjaminfrancisdaly
Github: https://github.com/mojius
Contributions
Fully finished an asymmetrical retro multiplayer versus “tower defense” game in one month.
Playtested 300+ sessions with 30+ players, running surveys on player feedback to improve.
Shared on social media, gaining 2000+ followers on the social network Bluesky in <30 days.
Published the game to the Steam PC gaming platform with a February 5th release date.
Contributions
Led a team including a supporting programmer and two artists to finish a polished vertical slice published on itch.io. Worked on and off in Spring and Summer 2023.
Programmed 90% of the game, with Github reading 160k+ insertions and 80k+ deletions -- 3000+ lines of code
Did all game art except for enemy sprites, including environment design and UI
Source and implemented all 30+ sound effects, utilizing FMOD for Unity
Contributions
Worked 2+ hours a day, three days a week for 2-3 months during the summer of 2020.
Learned DOOM mapping from scratch to create a level pack with 5 expansive, challenging and unique maps.
Worked closely with the DOOM mapping community to learn technique and ensure the levels' quality.
Arranged and composed all levels' MIDI music (except the last one, which I arranged but Beethoven composed, haha).
Contributions
Worked single-handedly in a repository that by the end totaled 1500+ lines of Java code.
Implemented complex features like a new entity that can break blocks, as well as a new floating overworld and various items.
Worked for weeks to learn Java from scratch when my previous programming history was one beginner C++ class.
Contributions
Creating and iterating on a multiplayer deathmatch map from scratch in the Source engine.
The process took about a month, and required referring to Valve's own maps for inspiration and design pointers.
Worked closely with the Hammer Mapping Discord for support and advice.
Added detail in lighting, weapon placement and environment details.
Thoroughly playtested (with friends)!