Greasy McBeef - Game Development
Email: greasy dot mcb at proton dot me
Contact on Discord: greasymcbeef
Capsule art by Maavart
I worked as the programmer on Mirrored Soul, a turn-based RPG similar to Earthbound and Shin Megami Tensei with a focus on being able to recruit a party of monsters through dialogue puzzles.
I joined the project in 2022, inheriting an existing codebase of prior work from the previous programmer. I worked on the project full-time from February 2024 to its release in April 2025 and on post-release updates until November 2025. Mirrored Soul is built in Godot and written in GDScript. I worked in a team of two, plus with a few external art contributors.
See below for some examples of my work on the project.
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Reworked the game's interfaces to be more functional and visually appealing. Designed, coded, drew, and animated most menus.
Added interactive battle mechanics that prioritize smarter play, such as elemental chains and combos that can be used to interrupt mid-turn.
Created a responsive turn order HUD for the battle screen to give players a more accurate grasp on the flow and curent state of combat.
Expanded the game's dialogue system to allow more efficient scripting of cutscenes and complex dialogue trees without having to interact with any code.
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Wrote various shaders. Some examples include:
Dissolve/materialize shader
(Code on GodotShaders)
Ocean horizon "shimmering" effect
Scanning/summoning effect with a storage system
Sandstorm screen overlay
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Built a mirror system that allows walls and floors to reflect the world with various offsets, distortions, and perspective adjustments.
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Set up the game to be completely playable with controller, keyboard, and mouse.
Did other non-programming work on the project as needed, including art, animation, mapping, game balance, and writing.
Non-Video Game Professional Work
I worked for an engineering company developing aerospace simulation software from September 2017 through January 2024 (can provide more details and specific references on request). I worked mostly in C++ in a team varying in size from 15 to 20.
My work included implementing new features, making routine bug fixes, and providing on-site support (both usage assistance and on-site code changes) to customers during wargames events.