KEOLA SILVA
  • Professional Work
  • Side Projects
  • About
  • Résumé
  • Professional Work
  • Side Projects
  • About
  • Résumé

Death's Door
programming

PlayStation 4 -  PlayStation 5 - nINTENDO sWITCH - Xbox One - Xbox Series S/X - GAME PASS - ANDROID - IOS

Death's Door is an isometric action-adventure game developed by Acid Nerve and published by Devolver Digital.

Death's Door Steam Page
Death's Door Mobile Netflix Page

My Role
As a developer with 22nd Century Toys working closely with Acid Nerve and Devolver Digital, I ported Death's Door to PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One and Xbox One S/X, Xbox Series S/X, as well as some work necessary for the Microsoft Store and Game Pass. I later worked with Netflix to bring Death's Door to their mobile gaming platform on Android and IOS.
  • Wrote core systems necessary for platform-specific functionality, such as (but not limited to) save/load systems, achievements/trophies, input functionality, and the PlayStation 5 Activity.
  • Implemented the user interface and functionality for mobile-specific features such as cloud saves, touch controls, and the touch control editor.
  • Modifications to menus, shader code, gameplay to make the game consistent and compliant per platform.
  • Wrote tools to help both the development and testing process. Examples include a build script to automate the build/packaging process and debug/cheat controls to aid the testing workflow.
  • Swiftly addressing bugs, crashes, cert violations, and other issues reported internally and by external QA staff.
  • Optimization to reach a consistent target performance and resolution on all platforms.
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GRIS
programming
PlayStation 5

GRIS is an artistic 2D sidescrolling platformer developed by Nomada Studio and published by Devolver Digital. GRIS Steam Page

My Role
As a developer with 22nd Century Toys working with Devolver Digital and Nomada Studio, I ported GRIS to PlayStation 5.
  • Developed core systems necessary for function on PS5, such as Save/Load.
  • Responsible for much of the game's haptic feedback and controller audio, taking advantage of the DualSense controller's advanced haptics. Designed and created much of the game's haptic waveforms for use on PS5/DualSense. Responsible for other additions such as light bar and trigger tension feedback systems.
  • Swiftly addressing port-related bugs and issues reported by the QA staff at Lionbridge Studios in order to prepare the game for Sony's certification process.

i WAS A tEENAGE eXOCOLONIST
programming
PlayStation 4 -  PlayStation 5 - nINTENDO sWITCH

I Was a Teenage Exocolonist is a narrative RPG where your choices have a large influence on the game's world and outcomes developed by Northway Games and published by Finji. I Was a Teenage Exocolonist Steam Page

My Role
As a developer with 22nd Century Toys working with Northway Games and Finji, I ported I Was a Teenage Exocolonist to PlayStation 4, PlayStation 5 and Nintendo Switch.
  • Wrote core systems necessary for platform-specific functionality, such as (but definitely not limited to) save/load systems, achievements/trophies, input functionality, and PlayStation 5 Activities.
  • Tweaks to menus and gameplay features to make them console-compliant and comfortable to experience in Handheld mode.
  • Rapidly fixed/addressed bugs, potential cert violations, and other issues found by Finji QA in order to prepare the game for each console's respective certification process.
  • Optimization required to reach the target performance goals on all platforms.

MY FRIEND PEDRO: RIPE FOR REVENGE
programming
ANDROID

My Friend Pedro: Ripe for Revenge is a mobile sidescrolling platform shooter developed by DeadToast Entertainment and published by Devolver Digital. My Friend Pedro: Ripe for Revenge Google Play Store page

My Role
As a developer with 22nd Century Toys I worked with DeadToast Entertainment to bring the existing mobile game to the Amazon, Samsung, and Huawei storefronts.
  • Implemented functionality for purchasing, maintaining, and verifying Premium microtransactions on each storefront.
  • Implemented functionality to ensure achievements were compatible with each storefront.
  • Integration with IronSource SDK to allow the game to display ads on non-Premium versions of the game.
  • Minor miscellaneous UI tweaks for compatibility on various devices.

Griefhelm
QA Analyst
PC / STEAM

From the Griefhelm Steam Store Page:
Griefhelm is an award-winning party game with lethal medieval weaponry. Skewer your friends, deflect their blows, and push your advantage in local and online multiplayer.

My Role
I was a Quality Assurance Analyst working with Thorrnet Games (www.thorr.net) as well as the game's developer, Johnny Lonack, to launch and update Griefhelm on Steam.
  • Meticulously and iteratively examining builds of the game to document bugs and ways to improve the user experience and gameplay balance.
  • Discovered and documented countless bugs, exploits, and needed improvements in great detail.
  • Developed and executed test plans for bugs that were difficult to find or reproduce
  • Collaborating on design and balance decisions with the developer, brainstorming and designing future content and combat mechanics

Awards
DAY OF THE DEVS SHOWCASE 2020 - The Game Awards
INDIE OF THE YEAR 2018 - IndieDB
BEST ACTION GAME - Dreamhack 2018
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A special fighting technique I discovered while testing - We internally referred to it as "Keola's hat trick". It involved using the halberd, blocking a high attack, turning, and high attacking all at once for an instant decapitation on your opponent.
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