BIOGRAPHY

Video Game Programmer and Content Writer

My name is Connor Packer. I am a writer for the online gaming magazine Hardcore IOS. I have years of digital marketing and SEO experience, but made the necessary career switch into the gaming world. Video games are my absolute strongest passion, and it was time I took a leap of faith into the world I fit in best.

The online magazine I write for specializes in mobile IOS games. My game reviews for this company are paralleled with my own reviews on AAA games that I play. It is a blessing to combine my professional strengths with a hobby I have always had.

My biggest goal is to one day work for a AAA company as a game developer. I am currently building my own Indie games, working with the program Unity and C# Language. I am building and designing these games all on my own. Once I have a couple of projects completed in Unity, I plan to expand my skillset into Unreal Engine, and learn multiple languages including C++, JavaScript, and Python.

After years of trial and error in the professional industry, I have finally found what I want to do for the rest of my life. You will see my name listed among the credits of your favorite AAA game someday. Thank you so much for visiting my website.

What Do I Bring To The Table?

Looking at my portfolio, it is safe to say that I am a newcomer inside a world of veterans in the gaming industry. So this leads to the question, what do I bring to the table? Easy. Innovation, ambition, and dedication. To start, I have always been a project based person; meaning I enjoy the process of creating something and watching it build as I go step by step. While it may be challenging to see projects all the way through, I have mastered the ability to live in the end result and stay focused on what the project will look like once it’s done. This is essential when working in an industry where everything is project based and long periods of time must be dedicated to even a single task.

For example, the game Zombies In My Neighborhood that I am currently making is a huge project for the experience I have at this time. I am designing and building it single handedly. All of the assets and programming are done by me, and yes it is a huge undertaking. Prior to me starting this project, I watched multiple videos discussing the best practices when learning to code. The majority of them said the same thing; DO NOT start a project too big for your skill set. It is better to start small; build something relatively easy and as your skillset increases, increase the level of input on your projects.

Despite all of this information, I did the complete opposite. I purposely chose to dive into the deep end and make my first game something that would present a huge challenge. While what I am building may not seem too intricate for some, it is for me. Despite knowing this project could last at least another year, I have a clear image in my head on what I am trying to create; and I will get it done. The point here is that there is no project too big for my mindset. I love programming, and although I hit roadblock after roadblock; Zombies In My Neighborhood will be an enjoyable game that will surely add to the weight of the Packer Games name.

Innovation. As someone who enjoys gaming as much as I do, I am constantly looking for areas of improvement. Almost every game I play, the second I become comfortable with the mechanics I begin looking for areas the game can improve on. For example, one game I am currently playing almost daily is Need For Speed: Heat. While I have nothing but praise for this game, every time I play I think about cool features I would like to see added to make the game more interesting. Since the game puts an emphasis on creating crews and online racing, I feel there’s a lot that can be done to increase the stakes between player racers.

I feel if the game were to add a feature where you could create rule sets on the races, that would only increase the excitement and competition. For instance if you hit an obstacle during a race, you get disqualified. Or maybe if it’s a race with more than 2 people, whoever is in last each lap gets disqualified. Whether you agree with these examples or not, it is the overall idea that looking for ways to add barriers to a race to change the dynamic is what matters.

In addition, I have thought about the crew aspect of the game. One thing that could be done when involved in an online crew, is adding the ability to create a crew “community” pot. Members of the crew can add to a collective bank, allowing the money to be used to bet in races or spent on car parts for whoever needs it. While it is fairly easy to make money on your own in the game, I feel my example would only add to the player cohesion.

This is just one genre of gaming; racing. I do this however with everything that I play. Want to have a discussion regarding gaming ideas within horror, fighting, shooting, or anything else? I am your guy.

Favorite Part To Program

I would love to discuss this question with other programmers and hear what they have to say, but what is my favorite element of a game to program? So far I would have to say menu systems. I have always been intrigued by the games I play and the developer’s abilities to create interesting and complex menu systems. For example, The Last of Us Series. When your character finds a work bench to upgrade their weapons, you will see different animations play out when selecting different options. Another example is No Man’s Sky. Half of this game is based around its menu system. When crafting items you must be in the menu and drag and drop resources where appropriate. While it is a seemingly small feature, Hello Games did a fantastic job at keeping the menu systems engaging. From the sound to the text, I applaud their work.

In my game, I have spent a considerable amount of time developing the weapons shop. Although not done, I thoroughly enjoy building a menu system and connecting it to your player and the rest of the game.

Connecting all of the necessary parts to make it functional; checking to make sure you have the necessary funds to purchase a weapon, spawning said weapon in your hand when purchased, etc. While this answer may change as I continue my game development journey, it is safe to say that as of right now menu systems are my favorite thing to work on.

Favorite Video Games

  • No Man’s Sky

    One of my favorite games that as long as Hello Games continues to add to, I will continue to play. While there is so much to say about this space exploration game, the overall freedom to do essentially whatever you want throughout the universe is what pulled me in. Before finishing even half of the main campaign, I had already built systems that yield me hundreds of millions of units worth of resources and items. The game is pure fun. If you feel like casual play and just simply want to scout out cool spaceships, you have the choice to hop from system to system in search of that perfect spacecraft. Or maybe you’re feeling a bit more hostile and are looking to go head to head with sentinels, this game has a great and ever-expanding combat system that never fails to entertain. While I have not been a player since its first launch back in 2016 like many others have, I am still very glad I made the choice to purchase this title when I did.

  • The Last of Us II

    As a self starting programmer and game designer, this is by far the most inspiring title I have ever played. Aside from the game being extremely fun and entertaining with a great storyline, the level of detail and effort behind it is amazing. The infamous museum level took the team that worked on it two years to make. I watched an interview with one of the designers discussing the intent behind the level, and what it took to make it. I have also seen the video that breaks down how they made their doors. While proximity doors are the most common in a video game, this team wanted to create a door opening mechanic that fed into the player immersion. Not only does your character grab the actual handles of the doors, but you control how easy or hard she opens them. Whenever I am working, I always keep this in the back of my mind, and aim to create systems as efficient and detailed as they can be. A Big goal of mine is to one day have my name attached to something as intricate as what the developers accomplished in The Last of Us II.

  • Def Jam: Fight For New York

    I grew up with a lot of love for fighting games. Def Jam: Fight for New York is by far my favorite. With decent graphics for its time, what really pulls me into the game is its style of play and brutal combat mechanics. The game offers the ability to pick up weapons, use walls to punish your opponents, and even interact with members from the crowds for assistance. Each hit, slam, and maneuver contains a type of heaviness behind them, appropriately simulating what it would be like to take that kind of damage. What adds icing to the cake is the game’s unique choice to add hip-hop artists to the game. Following up from the first one, create your character and see how they match up against all the popular artists of that time period. Hearing all the catch phrases pre-fight from Bless to Fat Joe is music to my ears, and will never get old.

  • Halo

    Another nostalgia infused masterpiece. This game is a must mention when discussing the revolutionization of combat in video games during this era. The gameplay is brutal, everything is well balanced, and the game feels polished from head to toe. If you’re looking for an example of what a solid storyline should look like mixed with great cutscenes, then you have found it with this title. I will never forget the years of split-screen play filled with pure joy this game brought us lucky consumers. I am glad this game won “Game of the year" back in 2001.

  • Need for Speed Underground II

  • Left 4 Dead 2

  • Dead Rising 3

  • Starcraft

  • XCom II

  • Far Cry 3