MAKING GAMES SINCE 2008
Hello! I’m Alex, a game developer who is currently freelancing in lovely Los Angeles. I’ve previously shipped 2018’s God of War and indie beat-em-up Dungeon Punks, on which I provided technical design and content implementation. Perhaps obviously, I adore action RPGs.
I get excited about process, and am always thinking about optimizing workflows and improving APIs. I work great on teams where one wears many hats, or must frequently collaborate with peers in other disciplines. I excel at being the bridge between engineering and design.
I’m currently a freelance Unity programmer, and am available for contract work on either short or long-term projects. You can contact me at alex.gray.belzer at gmail dot com.
God of war
I was brought on to the God of War team as an associate content implementer slash technical designer. My primary role was implementing audio on Kratos, Atreus, and boss encounters, which involved collaborating with sound designers, combat designers and systems engineers, as well as independently reverse-engineering other teams' implementations when needed. I was able to bring my experience of composing entities out of shared data and code sets to greatly optimize the workflow, operated as point man for systemic audio, and helped define a fuller API to meet designers' needs. I’m honored to have helped craft the award-winning audio for 2018’s Game of the Year.
XBOX ONE, PlayStation 4, PSVita, PC
Dungeon Punks is an old-school arcade beat-em-up and new-school RPG. As the combat designer on the project, I designed and scripted characters movesets and environmental interaction on dozens and dozens of entities, and came up with their theming and variation. This was a great experience in balancing mechanical interactions with core game loops. You can watch a talk about some of the tech that went into making this game over on Twitch. I also take full credit for the funky direction of this trailer.
ShadowTale was a free-to-play web-based MMORPG on which I did QA and implemented content. Sadly, the game isn’t playable anymore, but we had a small but obsessive fanbase back in the day, and there are plenty of videos of the game in action on YouTube.
Sunset Noir is a mystery detective game with a black and white graphic novel aesthetic. In it players inspect the environment to search for clues in a 3D environment, and interrogate suspects via a 2D visual novel style conversation system. As the project lead and engineer on the project, it was an opportunity to work with shaders and Unity’s UI system, as well as learning how to wrangle with the 80 Days developers' Ink narrative engine.
AR Card Warriors
In September of 2018 Google and IndieCade hosted the Play TogethAR Game Jam in Los Angeles. The theme was “playing together”, and I came up with AR Card Warriors, a multiplayer digital board game RPG that used ARCore’s Augmented Images capability to scan playing cards as pieces on a virtual game board.
Super Plumber is a small side-project that's sort of like Super Mario Bros. 2, except you actually have to go to your job as a plumber. I ended up being unhappy with Unity’s workflow for 2D games, and came up with my own animator modeled after the classic Flixel framework, as well as a custom sprite sheet slicer and pixel perfect camera component. Additionally, I developed a wonderfully simplified state machine system which I’m excited to share soon. You can grab some of my solutions from my GitHub page! The pixel art is also all me, which was a lot of fun to do!