Max
Grim
Game Tech Designer
about me
Driven by my passion for video games, I became a full-time content creator at 18, building a successful Minecraft modding business and amassing a social media following of nearly 70,000 (@prime_mods). This entrepreneurial success allowed me to earn a degree in Digital Media through the University of Central Florida's game design program.During my studies, I had the opportunity to work on teams as large as 15 developers, taking on key roles such as Lead Programmer and Systems Administrator, and contributing to projects released on both the Google Play Store and Steam.
projects
My university capstone project, Crimson Hell is a third person survival-horror game in which you play as a journalism student determined to find her missing sister. Traverse through three nightmarish realms, collecting limited resources, fighting monsters, and solving puzzles.
key contributions
Department Lead
Attended regular leadership meetings, managed developers and their tasks through Click-Up to keep the game's code on track, and managed the project's GitHub.
Inventory & Crafting
Inventory, crafting, item functionality, and item pickups.Tools for level designers to set up item pickups within levels.
Enemy AI
Enemy patrol and combat behaviors, and boss encounters.Tools for level designers to set up enemies within levels.
Combat & Abilities
Projectiles, X-ray vision, invisibility, barrier placement, traps, bombs, lures, and bandage healing.
UI
Quest tracker, inventory, journal, NPC interactions, game settings, and other menus.Dynamically updating prompts depending on input method, and virtual cursor for controller inventory manipulation.
Technical Design Document
Outlined game functionality and standardized code practices for the project.
CERÆBRU is a sci-fi horror shooter where you play as a security officer sent to contain a breach at a secret cybernetics lab. Gameplay consists of combat, stealth, and collection and destruction of information, with multiple story endings.
key contributions
Player & Camera
Third-person player controller and camera, ADS weapon aiming, and transition to first-person view when crawling through vents.
Enemy AI
Enemy patrol and combat behaviors, and scripted encounters.
Combat & Abilities
Gunplay, and x-ray and invisibility combat abilities.
Mystic Pet Haven is a real-time mobile casual management game where the player is tasked with caring for various mythical creatures through feeding, cleaning, and adoption mini-games. Rewards allow the player to customize their shop.
key contributions
Management mechanics
Pet hunger, happiness, and cleanliness - as well as the washing, feeding, and adoption minigames.
Real-time progress
Real-time progress system for Tomagotchi-like gameplay.
UI
Menu, mini-game, and in-game shop UI - with support for all phone and tablet aspect ratios.
Mobile
Development specifically for mobile platforms. This included testing builds as APKs on both emulators and mobile devices.
Prime's HD Textures is a popular resource pack I created for Minecraft with 512x512 resolution textures, as well POM and other PBR features - with a goal of remaining as faithful to the game's style as possible. To date the pack has hundreds of thousands of downloads.
key features
Textures
Hundreds of remastered textures.
Physically Based Rendering
Parallax occlusion, normal, and specular maps.
Custom models
Custom models created using Minecraft's model format.
Community
A 3,000+ member community Discord server, and a Minecraft multiplayer server using many custom modifications and plugins.
Social Media
Dev-log style pack development videos, with nearly 70,000 followers across Instagram and TikTok.
Partnerships
Official partner of Apex Hosting and MCProHosting - the leading game server hosting service. The pack is coming to the Minecraft Bedrock Marketplace through publisher Piston Solutions - an official Mojang Studios partner.
Custom Behaviors
Custom texture behaviors; such as seamless block transitions, and "fake" aesthetic blocks.
Cleanup Crew is a first person shooter where you play as a soldier deployed to a desert village to cover up a zombie outbreak. Using your grappling hook to traverse the level, you must kill zombies and collect hard drives to escape.
key features
Level Design
Heavy focus on level design, with a written up level design document and map.
Gunplay
First-person shooting with ADS.
Objectives
Collectible objects.
Enemy AI
Player detection and aggression.
Grappling Hook
Grappling hook mechanic and physics.
UI
Updating objective UI, pause menu, main menu, and other screen text.
Sand.EXE is the first game I ever made, to teach myself the Unity engine in highschool. It is a top-down 2D roguelike shooter where the player traverses procedurally generated desert levels, collecting procedurally generated weapons to help them defeat increasingly difficult enemies.
key features
Gunplay
Single-shot pistol, shotguns, assault rifles, snipers, burst rifles - with different ammo types and reload speeds.
Procedural levels
Procedurally generated environments across two level types, including enemy, weapon, and supply placement.
Sprites
Player, enemy, environment, projectile, UI element, weapon, weapon part, pickup, and supply crate sprites and animations.
Procedural Guns
Procedurally generated level, rarity, damage, rate of fire, precision, and weapon parts (scope, barrel, stock, etc.)
UI
Weapon slots, inventory, ammo, pause menu, main menu.
Enemy AI
Enemy patrol and combat AI.
The untitled remake of Sand.EXE has been an exercise in seeing how my design, code, and art skills have improved over the years.
key features
Gunplay
Single-shot pistol and automatic rifle.
Procedural Levels
Procedurally generated levels with fully customizable perimeters, including pre-made structure support (currently only the ravine).
Textures & Models
Player sprite-sheet, environmental tiles, weapon sprites, particles, and interact prompts.
Heat Distortion
Custom created heat distortion shader for desert levels.