Carolyn Vaughan is a software engineer with a wide variety of programming experience. Her current goal is to continue working in the game industry, preferably in a game play programmer or UI developer role.

Projects

Rift of the Necrodancer

2023 - 2025 (Tic Toc Games)

I worked on many systems for this award winning indie rhythm game, including reworking autoplay to hit specific timing windows for the notes, implementing a redesign of boss battles that required transitioning seamlessly between multiple beatmaps, creating a set of reusable classes for UI elements, implementing colorblindness accessibility support and control rebinding, improving dialogue scenes to allow for more characters speaking at once, and making UI performance improvements

Tools/Languages: Unity/C#

 

Funko Pop! Blitz

2021 - 2022 (Tic Toc Games)

As part of the Funko Pop! Blitz live team, I fixed bugs and improved systems in both the Unity client and Playfab backend for this character gacha based match 3 live service game, including integrating the Swerve SDK for A / B testing, as well as adding new capabilities for character abilities that were scripted using the Bolt visual scripting language

Tools/Languages: Unity/C#, Javascript, Bolt, Playfab, Swerve

 

Unreleased Card Game

2025 - 2026 (Tic Toc Games)

I worked on many systems for a live service card-based coin looter that hasn’t yet launched globally, including player level UI and rewards, a jackpot prize wheel with a programmatic spin animation, a common rewards presentation used across the game, and player customization options, in both the Unity client and the server backend, which is written in Go and uses Heroic Labs’ suite of tools

Tools/Languages: Unity/C#, Go, Heroic Labs (Hiro, Nakama, Satori)

 

Joyride Jackpot

2020 (Synergy Blue)

This racing game was my first project as a Game Developer at Synergy Blue. I was charged with refactoring the save system, including hunting down some tricky power failure restoration problems. I also worked on general bug fixes and some UI changes, particularly around the rear view mirror.

Tools/Languages: Unity/C#

 

Area 50 Fun

2020 (Synergy Blue)

My second project as a Game Developer at Synergy Blue. A light gun shooter with a western theme. My primary task was to rewrite the save system, which was complicated by the number of enemies whose location and active state needed to be tracked. I was able to cleverly leverage the way the enemies were already grouped and the linear nature of the game levels to reduce the amount of information that needed to be saved.

Tools/Languages: Unity/C#

 

Diamond Sky Casino / Spin Vegas

2016-2019 (Design Works Gaming)

As a Software Engineer for Design Works Gaming, I worked on the front end and UI for both of these online social casinos.

Tools/Languages: Javascript interfacing with Facebook’s API

 

Dragon Journey

2013-2014 (Design Works Gaming)

The first slot game I made while working at Design Works Gaming. The most challenging aspect of this game was the animations for the bonus features. The dragon in the base game feature takes an arbitrary path, instead of choosing one of a set number of predetermined paths, so the animation code had to be capable of handling any possible path.

Tools/Languages: Unity/IGT SDK/C#

 

Sweet Riches

2014-2015 (Design Works Gaming)

Another slot game made while working for Design Works Gaming. The large (and beautiful) multi-row symbols in this title caused some problems with how they interacted with IGT’s SDK, with some sleuthing required to track down the root cause and obtain updated code from IGT.

Tools/Languages: Unity/IGT SDK/C#

 

Crystal Collapse

2012-2013 (Silver Moonfire)

Crystal Collapse was my first full solo project, designed to be similar to Puzzle Bobble. I created nearly all the assets except sound effects.

Tools/Languages:

  • Programming: iOS Core/Objective-C

  • Music: Garageband

  • Graphics: Adobe Photoshop

Code Samples

Created in response to an interview prompt. The criteria was to have a modular building design that contained an arbitrary number of elevators that go to random floors. I added monkeys as a rationale for elevator shenanigans.

Tools/Languages: Unity/C#

 

Created in response to an interview prompt. This was a Flappy Bird clone, where you not only had to dodge pipes, but gun turrets that fired at you!

Tools/Languages: Unity/C#

 

Data Structure created as a method of storing and retrieving a list of tickets with various priorities. The structure needed to be able to return either the lowest or highest priority ticket and had an emphasis on speed. I chose the MinMax heap as the fastest data structure for this task.

Tools/Languages: C#