BLACKSTUMP
ROLE
Programmer at Vinea Studios
DESCRIPTION
Blackstump was designed as a hangout space to foster connection among people and their environments by promoting pro-social play, with activities bringing people together to collect resources and gain unlockable character costumes. Blackstump was a professional project made for the Spring 2026 senior project at Rensselaer Polytechnic Institute. In a team of 10, I contributed to ideation and design of the project as well as programming in-game features.
DEVELOPMENT
Jan - Apr 2026
GENRE
Indie Casual, Multiplayer, "Friendslop"
Engine
Unity 6, Integration with Facepunch Transport and Steamworks
Platform
Steam
CONTRIBUTION
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Professional Agile-Style Development: I worked within an agile sprint pipeline using Notion to track tasks, bugs, and feature progress across a multidisciplinary team. Utilizing both weekly meetings and weekly standups, I was able to break down larger gameplay systems into iterative deliverables while communicating week-by-week progress to team members and executive producers. I collaborated closely with artists and designers to ensure technical scope requirements and asset implementation.
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Grid-Based Drawing System: I designed and implemented a grid-based drawing system using custom flower assets on a texture grid for real-time player interaction. Using raycasting, I initially developed a mesh-based free drawing system before moving to pixel-based textures for performance optimization. From there, I integrated flower art assets translating pixels to worldspace, supported dynamic material/texture changes, and implemented saved draw data for lobbies and client connection.
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Ball and Goal Game: I developed a physics-based ball interaction with goal-scoring mechanisms , visual feedback, and respawn handling.
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Networking in Multiplayer: I managed gameplay systems through singletons, server-side logic, and client-side responsiveness for gameplay mechanics in order to synchronize world states among multiple clients in a lobby. I ran several debugging sessions around de-sync issues in rendering, state mismatches, local player ownership, and server-side issues.
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Pitch Presentations: I co-developed a professional game pitch presentation to producers and local studio directiors. I helped communicate clear gameplay systems and unique selling points of the project. Additionally, I co-wrote the game design document to the executive producer outlining core mechanics, measurement systems, and market analysis.
Gameplay


