• Kody Fike

    Software Engineer/Game Programmer

    Currently working for:

    Black Banshee Studios | Programming and Technical Design Coordinator

    Cellec Games | Programming and Technical Design Coordinator

  • Who Am I?

    My name is Kody Fike, I am Game Programmer and Software Engineer that loves learning and adapting to new technologies.

    Skills

    • Object Oriented Programming (OOP)
    • QA Test Planning
    • Source Control
    • Automation Testing
    • AGILE Methodology
    • Project Management
    • 3D Modeling

    Technologies

    • Languages:
      C#, Java, C++, Python, HTML, CSS, Javascript, Typescript, and Blueprints.
    • Source Control:
      SVN, Git, and Diversion.
    • Software:
      Visual Studio, Visual Studio Code, Blender, Photoshop, and Premiere Pro.
    • Engines:
      Unity3D, Unreal Engine 5.4, and Ren'Py.
    • Project Management Tools:
      Jira, Confluence, and Trello.

    Roles

    Main Roles:

    • Software Engineer
    • Game Programmer
    • Technical Designer
    • Source Control Maintainer

    Side Roles:

    • Technical Artist
  • Projects

    Here are a list of the projects I have worked on!

    CECO Ladder | Technical Designer/Programmer

    My involvement with the CECO Ladder project had me help plan and design the concepts and different mini-games that were to be made for those over at CECO. CECO is an organization that works with kids with disabilities similar to Cerebral Palsy. There is a ladder that they use to help with the clients that allows them to reach out and grab the ladder to help teach their bodies how to do that. Full Sail University created an interactive ladder to bring a more interactive experience for the clients and it was my responsibility to take the base project of the ladder and ensure the games that were made met the requirements of CECO and stayed within the means of the ladder itself.

    Bloom:

    • Created the base project for this game.
    • Programmed and maintained the code for this mini-game.
    • Created the base framework for future mini-games to be added to the project.

    Harmonies and Therapies:

    • Developed the structure and gameplay of the game.
    • Created a system to help integrate new sequences more easily.
    • Designed the Freestyle Mode and communicated what was needed for it to the programming team.

    Ice Cream Stacker:

    • Designed the technical elements needed to meet the requirements of the game.
    • Communicated the designer's ideas to the programmers on the team.
    • Drew up documents to help facilitate the communication between the designers and programmers.

    CECO Cycler:

    • Designed the technical elements needed to meet the requirements of the game.
    • Communicated the designer's ideas to the programmers on the team.
    • Drew up documents to help facilitate the communication between the designers and programmers.

    CECO Menu Modular Framework:

    • Planned the concept to ensure smooth transitions between games.
    • Determined the inputs necessary to be able to navigate the scenes from the ladder.

    We Are Blob | Gameplay Programmer

    My involvement with We Are Blob (WAB) came towards the end of its development lifecycle. My responsibilities during the development time of WAB were as a programmer. There were 2 systems that I primarily worked with during my time with WAB and that is the Phone System and the Save and Load system.

    Phone System:

    • Connected the points system to the phone system to ensure the different elements of the gameplay occurred.
    • Developed the connections of the phone to the in-game time system, so the player would see the phone appear at specific times of the day.

    Post-Development Bug Fixing:

    • Identified issues within the project, communicated them with my team, and fixed issues based on the priority of what was needed for the game.
    • Added a new feature to the phone system to allow for an in-between confirmation within the phone system that allows the player to confirm their choice to be able to read the text before the cutscene.

    Achievements:

    • Learned how to implement achievements to Steam for the game.
    • Created the Logic to have the Achievements trigger within the game.
  • Education 

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    Neumont University

    Bachelor's of Science (B.S.) 2013-2016

    Game and Software Development

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    Full Sail University

    Master's of Science (M.S.) 2024 - Present

    Game Design

  • Contact Me

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    kfike1994@gmail.com

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    LinkedIn