HITOSHI KANNO

Hello! I'm Hitoshi! I'm a Gameplay Programmer. I love
creating systems to make a unique experience!

Professional Projects

Colorful: A parkour hack-n-slash where you must restore color to a dying world. Use your magic brush to glide, wall run, and grind your way through a dreamlike landscape while hack-n-slashing dark enemies!

QuestHaven: A PC and VR tabletop RPG platform created with a passion to bring adventures together! An environment with a set of tools to play your games, your way.

Prototypes

Gravity Shift Mechanic

A side project I worked on to practice Unreal.
This is based on Gravity Rush, a cult classic from PS4 where the protagonist’s powers can alter gravity! I fell in love with this unique movement system!
I developed this project mostly on C++ with a bit of Blueprints (mainly to just call the C++ functions) using Unreal 5.3.

Online Chess

Multiplayer Chess prototype made in Unity using Mirror for online functionality.
I wanted to test Mirror as an alternative to Photon as a networking library. I implemented the logic for pieces in an easy-to-extend manner so you can make your own pieces with custom movement rules.
This was also a good exercise to get used to multiplayer architecture (RPC, Network Authority, Synchronization, etc.)

Other Projects

Broken Connection: A visual novel where the protagonist has auditory problems. Read your friend’s lips but be careful not to overdo it or she’ll get uncomfortable with you!

Morning Rush: A stressful Point & Click where you must find all your stuff to get ready for work. Just one small detail... you only have 20 seconds to find everything!!

Box It: A game inspired by Marie Kondo's philosophy. BOX IT is a fast-action puzzle game where you have to sort stuff and box them.
Play well and fast to increase your JOY meter!

Views of the World: A split-screen multiplayer where 2 players play as a boy and his mother. Each player sees the house from a different perspective. You must collect items while collaborating.

Rebels: A co-op puzzle game where the players control two robot neurons trying to free the android they live in from the self-obliterating code he has to follow.

Grand Prix El Comercio: Advergame project. A 3D racing game for the biggest car show event in Peru, the Motorshow. Contestants participated to get the best time to win!

Colorful

A parkour hack-n-slash where you must restore color to a dying world. Use your magic brush to glide, wall run, and grind your way through a dreamlike landscape while hack-n-slashing dark enemies!

Ability System

A modular system I implemented that allows the player to use different abilities.All abilities have their own logic and interact with the player in their own way. Abilities’ logic is decoupled from the player’s code. Most abilities give the player a unique way of traversal around the environment (railing, sliding, bouncing, etc).The system allows for deep customization including defining what abilities or player states can cancel each other. It can define events that will be called inside animations and more.The system decouples the ability data from the logic. This allows for easier reuse of content. For example, the player can fill a bar to “power up” the next ability he uses. This “powered up” ability reuses the same logic but uses different data.

Enemy spawn system

I created a tool for an enemy spawning system. It includes editor tools for ease of use. It gives you movable spawn points for different types of enemies.It also includes parameters per type of enemy to handle options like spawn delays and spawn VFX.It broadcast events when the system finishes spawning an enemy wave and when all the enemies in the wave have been killed. This allows easier integration into the game while keeping the game's systems decoupled.

Enemy AI

I programmed the AI for enemies using Behaviour TreesThis included complex behavior including detecting, pursuing the player, roaming around him, and then attacking.The enemies interrupt their behavior while being hit/knockback.Enemies can even scale up walls while pursuing the player.

Quest Haven

QuestHaven is a PC and VR tabletop RPG platform created with a passion to bring adventures together! It’s not a game but an environment with a set of tools to play your games, your way.

Building System

A building system to place modular objects so users create a variety of structures in their maps.The system uses a “ghost” to show where the object will be placed. This ghost “snaps” to other objects for a more intuitive building experience. It will adapt to the height of the terrain and the system contains controls to easily place objects.The user can search for different pieces based on keywords to filter the objects listed below by clicking on tags or typing in a search box .

Grouping system

I implemented a system that allows players to group and ungroup objects. You select multiple objects and select the “group” option. Then the group moves all objects as one. The system also allowed players to put groups inside other groups for more complex constructions.

Save/Load System

Save/Load system I implemented that serializes and deserializes the maps users create.It serializes and deserializes the information of the map:Terrain (height and texture data)Transformation data of Objects placed by the user (position, rotation, and scale)Group data. For grouped objects, it can serialize groups with other groups in them.