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TEAM MEMBERS

Shylo Shepherd

I am a designer and educator. My education is in architectural design, as well as 9 years of professional experience. I have a passion for helping others learn and grow, and have worked at doing so both as a volunteer as well as an adjunct instructor in the past. HVRE has given me the opportunity to design projects to help people in the community learn VR development, get public exposure, and see a project through to completion, including publication. Every time we meet I learn something about this process as well, and hope to continue creating more educational content from the experience I have had with HVRE. Every member in HVRE makes me so proud of their progress and passion. I am very lucky to work with such an awesome group of people.

 

ssshepherd@gmail.com

Dustin Peerce

I primarily work as a programmer, but my experience with HVRE has helped me branch out and practice in other areas of development. While working on Dreams, I gained experience in 3D Modeling, Texturing, Animation, and Sound Design. From beginning to end, I had guidance from HVRE to enhance my knowledge in these various fields.

Shea Rembold

Programmer and dancer.

Leonard Wedderburn

Programmer and thinker.

Christopher Royse

As a lifelong fan of all things video games (no matter the genre, system, or release date), I have always wanted to create one, regardless if it was a personal project or to help propel someone else's vision.  Luckily for me, my first at a local community college entailed studying the many facets of video game design, attending a local convention for video games (both as a business and an artform), and joining a group of like-minded individuals, who, too, wanted to create video games and to expand the culture into the borders of Lexington, Kentucky.  Within this group (known as RunJumpDev), I've met nice and open people who just so happened to be involving developers, students, and even hobbyists into certain gaming projects; of one is what this site is all about: the HVRE VR game known as "Mansion of Mortimer." 

This is my first time working on or playing anything VR related (except for the Google Cardboard and a flying fancy with a VR machine back in the early 90's), and am curious as to the stark differences between the "syntax" of developing a game the normal way, and then the VR way.  I hope to come out of this to meet more people in the industry, try to impress those I have already met and am currently working with, gain experiences in both making individual models and being involved in the entire process of making a game, and to have some fun with my wife (who, one could say, I dragged her into, but I believe she is having more fun than she might admit to).

I'm really appreciative that these game dev veterans are giving a game design student like myself a chance to both achieve a piece of the pie and learn a few things from this project, and I hope everyone who helps in the play testing, and even those who get to play it at this year's Lexplay convention, will enjoy all of the hard work we have and currently are putting into this!

RoninYetcen@live.com

Vincent Mattingly

Hi, I'm Vince, aka Regular Tetragon, aka the baby of the group.

I've been developing games since the ripe old age of 11, and have worked in the three vastly different game engines Game Maker, ROBLOX, and Unity (in chronological order). My favorite past time is ripping out large chunks of code and replacing it with algebra and events. Improper naming conventions make me cry. I graduated from Highschool just this year and I'm preparing for an extremely stressful year at UK. I'm absolutely terrible at the Ukulele. My favorite colors are #ff007f and #00ff7f. I like long walks on the beach and smooth jazz.

My role in HVRE is to program. You may know me from Player 2's puzzles, and for refactoring literally everything I'm allowed to touch. This is my first time working in a group with other programmers, but I began using Unity a couple years ago.

My two personal babies right now are a Quake 1 style FPS called Super Capacitor and an HTC Vive RPG called Golems. If there's one thing I've learned from working on either, it's that writing computer controlled characters is a fun time.

Games I've finished with but still hold a special place in my heart include Undertale, Kingdoms of Amalur: Reckoning, Really Big Sky, Aaaaa For the Awesome, Terraria, the Shadow Warrior reboot, Quake 1, the Brutal DOOM mod, and every game ever made by Valve (yes, that includes Ricochet)

The only game I really play at the time of writing is Overwatch, and whatever project of the week I just so happen to be working on.

Christina Hillard

Designer and number one fan.

Olivia Hornback

Modeler.

Randy Napier

Programmer.

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