Molly Lee

Hi! I am a Technology Analyst at Accenture, currently working as a backend software developer for electric vehicles on a client project. I received my Master's of Science in Computer Science from the University of Nebraska-Lincoln in 2020 and my Bachelor's of Arts in Mathematics and Physics in 2016.

My interests include software development, game development, and quantum research. Please see the links below for my Resume, GitHub profile, and Itch.io profile. Check out the rest of my website to see my game development and research projects!


Transformation (Unity C#)

Transformation

Transformation was a game which I developed in Unity in a team with two other people for the Chillennium 2018 Game Jam based on the “Transformation” theme. The player wakes up in a laboratory bed, and realizes that he is part of a special weapons program designed to create super humans. While hording off waves of zombies, the player has a choice to solicit help from a friend, another test subject, to escape the program, or to leave their friend behind. The player must fight past the zombies and the final boss to escape the special weapons program and will either transform into a better person or into the monster that the program intended to create, depending on the actions of the player. What will you transform into? Check out our game on the itch.io link below to find out!

GitHub Link:

https://github.com/rclafferty/Transformation

Play on Itch.io:

https://rclafferty.itch.io/transformation

Roles:

Concept creation, level design, gameplay design, audio effects, and storyboarding

Platform Support:

Windows 10

Controls:

Mouse left click to attack, Arrow Keys or WASD to move, (Optional) Xbox controller: Joystick to move, A to attack.

Requires Admin Privileges:

No

Actively Developing:

No

What have I learned from this project?

In developing this game, I learned how to create sound effects using Audacity and import them into Unity. I also learned how to import 3D models with rigging, move the 3D animated models, and program enemies follow the player. In addition, my team learned how to handle the graphical limitations of Unity when we hit a point where Unity could not render the graphics correctly due to an excessively detailed model in the scene.