[{"content":"","externalUrl":null,"permalink":"/","section":"","summary":"","title":"","type":"page"},{"content":" Fable Spagat # Game Designer and Programmer # Primary focuses # UI Tools programming Economy and balancing About Me # I began learning to make video games in high school and quickly decided I wanted to try and make a career out of it, eventually attending Champlain College and completing a BS in Game Design with a minor in Game Programming in May of 2026. While I was a student at Champlain, I worked on a number of individual and cooperative projects with the advisement of industry veterans and feedback from some actively working within the industry.\nAlthough I play most genres of games, I tend to find the most fun achievement hunting, especially in strategy and puzzle games. I 100%ed Civ 6 over 7 years, played Menace for 24 hours the over first three days it became available, and worked with a friend to get all achievements in Viscera Cleanup Detail.\n","externalUrl":null,"permalink":"/aboutme/","section":"","summary":"","title":"","type":"page"},{"content":"","externalUrl":null,"permalink":"/authors/","section":"Authors","summary":"","title":"Authors","type":"authors"},{"content":" Summary Inspired by the phrase \u0026ldquo;Bull in a China shop\u0026rdquo; you play as a bull running a tea shop, brewing drinks for adorable animal customers! Running a store on your own comes with a few responsibilities but a bull like you can certainly manage. Easy right?\nI was invited to the team in order to focus on creating and adding the games new economy in alignment with the vision of PO. During this project, I was focused on creating systems such as diagetic computer for buying decorations and ingredients; an economy calculator to more accurately tune game progress to the desired pace; and worked on improving some mesh colliders in the project to allow the player to interact with them more naturally.\nProject Timeline | January 2026 - May 2026\nEngine | Unity\nTeam Size | 16 Devs\nComputer Since Breakabull had no system to buy ingredients or decorations when I joined the team, I had to create a physical interface to look at and buy items. In order to meet this requirement, I quickly decided that a computer would feel most natural in the setting. Although a variety of control schemes for the computer were explored, a simple arrow key and confirm button layout were selected for their ease of use and familiarity to the user.\nThe next focus was the visuals of the store. Due to the fact that there was already a tablet in the game for taking customer orders, I decided to use a similar design style with a sleek and modern appearance.\nThe early creation of a wireframe allowed me to quickly create and iterate on how the pages would be handled in engine. Using a three-tiered heirarchy of managers I made an easy-to-use system to quickly add new pages and content within pages.\nEconomy When I began to work on the game\u0026rsquo;s economy and progression, I began by speaking to the established members of the team to develop a timeline of when different aspects of the game should be introduced to the player. Using these insights, I began developing a economy calculator which I could use to quickly estimate when items could be bought without needing to test for every tweak.\nUsing a number of variables (customer\u0026rsquo;s appearance probability, order preferences, order prices, etc.), I could calculate the minimum, maximum, and the likely amount of money a player could have at various points in their playthrough. When I changed variables such as ingredient price I would be able to quickly see its affects on player progression and adjust to my liking.\nMeshes One of Breakabull\u0026rsquo;s most interesting traits is the inherent clumsiness of not being able to grab objects as you would usually in VR. This introduced a challenge with colliders. To use Unity\u0026rsquo;s physics system a convex mesh is required, however this eliminates the ability to grip an object by its handle.\nSome plugins were explored to try and replicate a concave collider, but each one tested a noticable impact on performance or collider accuracy.\nAfter experimenting with optimizing plugins for the game\u0026rsquo;s use case, the kettle and teacup (both small assets), I developed a workflow using Probuilder which allowed for highly accurate colliders without a significant sacrifice in performance quality compared to a single mesh collider.\n","externalUrl":null,"permalink":"/projects/breakabull/","section":"Projects","summary":"UI and economy focus","title":"Breakabull","type":"projects"},{"content":"","externalUrl":null,"permalink":"/categories/","section":"Categories","summary":"","title":"Categories","type":"categories"},{"content":" Summary When I began making my second grid-based game, I decided that I should create a tool to make my process more efficient. Using custom editor programming I began working on Gridtopia, a modular framework for creating/editing tiles, units, levels, and more. As well as streamlining iteration, Gridtopia provides a well-structured architecture for ease of readability and use so tech-debt is minimized and processes can easily be reused between projects.\nProject Timeline | December 2025 - Present Day\nEngine | Unity\nTeam Size | Solo dev\nGuiding Philosophies Modular systems to allow for complete user control Reduce required scripting and technical knowledge to a minimum Features Implemented Automated square and hexagonal grid creation Custom window for creating new tile/unit prefabs and scripts Composition focused event system for tile/unit behaviours In Development Tile palette integration for level Game phases - turn-based default Map generation 3D functionality AOE designer Goldberg Polyhedron Example Process Grid Creation Add the Gridtopia window Add a grid manager to your scene Select your manager and begin configuring settings Previous Next Tile/Unit Creation Type in a name to create a copy of a template tile/unit Type in a name to create a script for a new unit behaviour Assign the desired behaviours to the set events Previous Next ","externalUrl":null,"permalink":"/projects/gridtopia/","section":"Projects","summary":"Unity tool for creating grid based games","title":"Gridtopia","type":"projects"},{"content":"","externalUrl":null,"permalink":"/projects/","section":"Projects","summary":"","title":"Projects","type":"projects"},{"content":"","externalUrl":null,"permalink":"/series/","section":"Series","summary":"","title":"Series","type":"series"},{"content":"","externalUrl":null,"permalink":"/tags/","section":"Tags","summary":"","title":"Tags","type":"tags"},{"content":"","externalUrl":null,"permalink":"/projects/www/","section":"Projects","summary":"Strategy game","title":"World War Wizard","type":"projects"}]