
MY INTERNSHIP WITH
DABSTER ENTERTAINMENT
Working as an intern for Dabster was a great experience. It allowed me to work more freely in Blender 3D, whereas in college, I was mainly instructed using templates.
During my time there, I worked on two different models: a spider and a firefly. They both presented their own unique challenges that tested my artistic and problem-solving abilities.
CREATURE ARTIST INTERN
01 / 2025
05 / 2025

GAMEPLAY SYSTEMS DEVELOPMENT
DEVIL GUESS
C++ TEXT-BASED PROJECT
SYNOPSIS
Devil Guess is a text-based card game where you must face Lucifer in a battle for your soul. It features number randomization and player input to move the story along and engage the player.
MOTIVATION
This Command-line game was created to solidify my understanding of C++ while learning. It is an easy concept [a guessing game] that could be heavily embellished with more complicated mechanics.
By incorporating a narrative, I could build Devil Guess in a way that would mirror a visual standalone experience, providing a more seamless transition from CMD to Unreal Engine 5 for future development.
main.cpp
gameMenu.cpp
CLEAN DESIGN
If you build a skyscraper on a poor foundation, it may look pretty when it's completed—but it won't be stable, inspire confidence, last long, and more importantly—it'll be expensive to repair later. This principle—learned as a life-long artist—is something I am working to apply to my code.
By building code in a way that eliminates transitive headers, has cohesive visual hierarchy, stays under 15 lines [where applicable], and makes relevant commentary that focuses on "why" the code was implemented instead of "how"—I created a digestible, scalable, and modular command-line game.
PLAYER MENUS
To maintain the Single-Responsibility Principle and mimic a modern menu interface, ''banter.cpp' was replaced with 'gameMenu.cpp', which utilized a number-based system in-lieu of a lengthy dialogue sequence.
If-else statements were also replaced with Switch statements for better readability and quicker performance. Furthermore, utilizing header files for the menu function kept code concise, practical, and enforced new concepts necessary for conversion to an industry-standard engine like Unreal Engine 5.
Note: This system I am attempting to replicate is the game state / game instance function. I will need to update this code to use Classes.
NUMBER RANDOMIZATION
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Issues with the number randomizer, what would be better, and how to fix it.
DIALOGUE
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How dialogue is being presented
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How i wanted to present the dialogue originally with little knowledge.
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Timing the dialogue.
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Waiting for player response and building atmosphere.
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GOOD ENDING DIALOGUE
BAD ENDING DIALOGUE
ENDING THE GAME
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Adding multiple endings.


