Alex Jaeger

Alex Jaeger | Portfolio


My Work

I am a game programmer with an interest in gameplay systems and AI implementations for games. My experience so far has been in the C/C++/C# programming languages and in both development software’s; Unity and Unreal Engine. You can view some of my personal projects I have worked on by visiting my programming blog and GitHub as well as checking out my demo reel to get a glimpse of what I have worked on in the past. Check out my latest game project; Mapstermind, a game I have worked on as a Gameplay/UI Programmer, which is released on steam now!

GitHub – https://github.com/AlexJaeger101


Project Showcase

Mapstermind (Gameplay and UI Programmer)

Mapstermind is a 3v1 asymmetric couch cooperative party game created using Unreal Engine 4. As a gameplay and UI programmer, I was responsible with polishing established systems such as the tutorial cards and different tasks on the city stage. I am also responsible for adding quality of life features and implementing various UI systems such as a pickup UI system, a starting sequence, right and left hand indicators as well as various bug fixes.

Link – https://store.steampowered.com/app/1950250/Mapstermind/

Project E.G.G (Gameplay Programmer)

Project E.G.G is a cooperative single-player sandbox game created using the Unity engine. The game simulates generational change to the environment and climate where players inhabit worlds that have been impacted by previous generations of players. As a gameplay programmer, I was responsible for programming different gameplay systems such as a farming/harvest mechanic involving flowers and polishing the crafting and environmental change mechanics, as well as general bug fixes and some server maintenance.

Link – https://emergentmediacenter.com/projecteggtest/

Flocking Behavior with Obstacle Avoidance (Sole Programmer)

This was an AI tech demo I worked on by myself using the Unity engine which involved the implementation of a flocking movement behaviors agents that are capable of dynamically avoiding obstacles. The AI is capable of different movement behaviors such as a node based patrolling movement, a random wander movement scheme, and a multi-agent flocking behavior.

Link – https://github.com/AlexJaeger101/ObstacleAvoidanceAI

About Me

I am a QA Tools Engineer for Bend Studios. On my free time, I am a gameplay/AI programmer who dabbles in advanced mathematics. I have been involved in a variety of different projects and am always working on sharpening my programming skills.


Contact and Resume

Interested in collaborating on a game project? Feel free to visit my LinkedIn or contact me via my email below.

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