Charles Oliner

charlesoliner@charlesoliner.com | (805) 490-2951 | Resume | Linkedin | GitHub

Roll it Right

Basically a 1x1 Rubix Cube simulator. Submission to GMTK Jam 2022.

Smash The Planets

Submission to GMTK Jam 2021.

Rhythm Game with Only One Lane

A rhythm game where you jump on the notes. Submission to GMTK Jam 2019.

Telesto

A 'thinky' platformer in Unity3D/C#/ShaderLab. The asymmetric nature of this game's control scheme allowed designs where a level could be completely recontextualized by going from top to bottom instead of bottom to top. This project taught me a lot about how to store level data in games.

Rectangles Count as Art

A Unity3D/C# arcade game about rocket jumping. It used a lot of my skills in difficulty curves and 2D physics.

Key Rebinding Menu

This Unity3D key rebinding menu was inspired by the Windows Classic Theme, and was part of a general-purpose menu system I was working on.

Animated Dandelion Logo

A procedurally animated dandelion logo, commissioned by Mahamaya Technologies. Made in Unity3D/C#. It allowed me to practice my expertise in procedural animation.

UFO Beaming Up Shader

A UFO "beaming up" shader that distorted anthing in or behind the beam (on the GPU). Forced me to learn how grabpasses work.

Command Terminal with Reflection

A terminal for Unity3D that used .NET reflection to compile and run C# and UnityScript code at runtime. Was briefly on the Unity3D asset store. It forced me to learn about reflection.

Edge Detection Toolkit

A toolkit providing three different methods to put outlines on objects. This utilized my knowledge of GPU shaders and 3D math. It's still available on the Unity3D asset store.

Mission Profile Notation

Pretty much a flowchart editor in JavaScript, HTML, and CSS.

Voxel Editor

Voxel editor in Unity3D/C#. Featured a selection tool that could be used to extrude, cut holes, copy, paste, and delete regions. This project forced me to learn how structs and custom operators work.

A Bunch of Procedurally Generated Stuff

Made in Unity3D/C#. The dragon's appearance, city, and terrain are all procedurally generated. The dragon was player-controlled and had flapping animations. It allowed me to practice my procedural generation, 3D math, and game physics skills.

Rope Wrapping

A rope wrapping system for moving objects Unity3D/C#. This required me to come up with and think about a bunch of algorithms that I would not have otherwise.

Carhop Destiny

A food delivery arcade game achieved with Unity3D/C#. It taught me a lot about pathfindinding, difficulty curves, and code structure.

Procedurally Generated Terrain

Procedurally generated terrain wrapped around a cyllinder in Unity3D/C#. This one has biomes, and the method I used to create the biomes required me to find the inverses of a bunch of functions.

Awards/Certifications

Toptal Core Specialization

Member, National Science Honor Society

Member, National Math Honor Society

Commended Student, National Merit Scholarship

I made this website from scratch with HTML. It was fun.