Posts

Have Some Feedback?

I'm about to graduate from a technical university with a bachelor's in computer science. If this portfolio stands out to you as less-than-mediocre, I understand why. I need help in improving my portfolio so that I can better stand out to those that are looking for skilled programmers and designers. Any feedback that I could have to improve my portfolio and make myself stand out, it would be greatly appreciated.  For some context, my school had little experience with portfolios or building a demo reel, as the specialization was in mechanical engineering and not much emphasis was put onto computers. If you or someone you know could mentor me to build my portfolio or give me advice, I would be extremely grateful.  Nathan Schleh

HIL Lab Kiosk & TAMS Program

Image
A majority of my time working at GKN Driveline consisted of working on a system of software testing programs for the HiL (Hardware in the Loop) Lab team, who run tests on the software controlling many of the products made at GKN for many automotive manufacturers, mostly General Motors, by running the software in different scenarios looking for possible bugs or errors. To help with this, my manager and I came up with the design for what we call the HiL Lab Kiosk, a presentation and testing tool, made in WPF and programmed in C# and .NET, aimed at showing off our capabilities, helping the testers, and managing the storage and tracking of all tests performed by our engineers. Seen above, this Kiosk program was split into several categories in order to maintain the ability to present what our team can do in an easy-to-understand manner; showing off basic things like the weather, the structure of our team, presentations and videos, and our HiL Lab Capabilities demo reel. In addition ...

Oculus Touch Target Shooter Demo

Image
Click "Read More" to see video This is a VR game demo I made to experiment with and learn to use Oculus Touch. I wanted to create a game that felt natural to play but still fun, and I found that most shooter games feel the most natural when using the Oculus Touch controllers, as the controllers themselves have a handle that to an extent resemble that of a gun handle, and therefore increases immersion and makes the controls more intuitive. I programmed everything from the shooting to the target movement, and also made the targets and the graphics that go along with them. I wanted to make a system similar to the shooting ranges I had come across in Bass Pro Shop as a child, that had unique environments and fun targets to shoot at. Along with this, I did not want to make it too easy by just being able to rapid fire at all the targets, so I added a reload system along with a GUI indicator of how many bullets are left in the magazine. The controls are: use the top trigger to fi...

Snow Stopper Android Game

Warning: Loud! Click "Read More" for video Snow Stopper is a Android/iOS mobile game made by myself (Nathan Schleh) and Lucy Awrey in the spring of 2014. It was a project that we came up with to work on our programming and game design skills as well as gain more experience in writing software and releasing it on a public service. In July of 2014, it was released on the Apple App Store and remained there until July of 2015. It was made in the Unity engine with graphics made through Magica voxel. It is a simple game revolving around catching snowflakes which fall from the top of the screen in a bucket at the bottom. It is still a work in progress today and will soon be released on the Google Play Store. Recorded with DU Recorder on Android

VR Model Viewer and Physics Test Environment Demo

Image
Click "Read More" to see video This is a project demo I made during my Summer 2017 term at Kettering University during the Virtual Reality class. It was made using Unity, and implemented Oculus Rift and used Leap Motion to track hand movement and is meant to be used as a model viewer in virtual reality. Included in the demo is a physics test environment which utilizes the Leap Motion Interaction Engine to test what can be done with the Unity physics engine. Recorded with OBS Studio.