
Kody Fike
Game Programmer/Software Engineer
Kody Fike
Software Engineer/Game Programmer
Currently working for:
Black Banshee Studios | Programming and Technical Design Coordinator
Cellec Games | Programming and Technical Design Coordinator
Who Am I?
My name is Kody Fike, I am Game Programmer and Software Engineer that loves learning and adapting to new technologies.
Skills
- Object Oriented Programming (OOP)
- QA Test Planning
- Source Control
- Automation Testing
- AGILE Methodology
- Project Management
- 3D Modeling
Technologies
- Languages:
C#, Java, C++, Python, HTML, CSS, Javascript, Typescript, and Blueprints. - Source Control:
SVN, Git, and Diversion. - Software:
Visual Studio, Visual Studio Code, Blender, Photoshop, and Premiere Pro. - Engines:
Unity3D, Unreal Engine 5.4, and Ren'Py. - Project Management Tools:
Jira, Confluence, and Trello.
Roles
Main Roles:
- Software Engineer
- Game Programmer
- Technical Designer
- Source Control Maintainer
Side Roles:
- Technical Artist
Projects
Here are a list of the projects I have worked on!
CECO Ladder | Technical Designer/Programmer
My involvement with the CECO Ladder project had me help plan and design the concepts and different mini-games that were to be made for those over at CECO. CECO is an organization that works with kids with disabilities similar to Cerebral Palsy. There is a ladder that they use to help with the clients that allows them to reach out and grab the ladder to help teach their bodies how to do that. Full Sail University created an interactive ladder to bring a more interactive experience for the clients, and it was my responsibility to take the base project of the ladder and ensure the games that were made met the requirements of CECO and stayed within the means of the ladder itself.
Bloom:
- Created the base project for this game.
- Programmed and maintained the code for this mini-game.
- Created the base framework for future mini-games to be added to the project.
Harmonies and Therapies:
- Developed the structure and gameplay of the game.
- Created a system to help integrate new sequences more easily.
- Designed the Freestyle Mode and communicated what was needed for it to the programming team.
Ice Cream Stacker:
- Designed the technical elements needed to meet the requirements of the game.
- Communicated the designer's ideas to the programmers on the team.
- Drew up documents to help facilitate the communication between the designers and programmers.
CECO Cycler:
- Designed the technical elements needed to meet the requirements of the game.
- Communicated the designer's ideas to the programmers on the team.
- Drew up documents to help facilitate the communication between the designers and programmers.
CECO Menu Modular Framework:
- Planned the concept to ensure smooth transitions between games.
- Determined the inputs necessary to be able to navigate the scenes from the ladder.
Research:
The CECO Ladder project had a lot of challenges when it came to its behind-the-scenes complexity. The goal of the project was to meet the needs of the CECO team and their students. With their students having disabilities, we had to take them into account so that they would be able to participate in each game. Most of the games we made ended up being relatively simple, but ensuring that they stayed simple was the tough part (CelleC Games, 2025). Part of my research led me to learn about different ways to make different ideas and concepts more simple or complex within general software development. A piece of research that relates to this project was where a group was simplifying medical information to a mobile so that it was easily accessible. This helped relate the complexities that can come with medical issues or information in general that can turn a project more complex. The background complexity to the front-facing simplicity of both sides of each project highlights the considerations that need to be made when going into a project, and things might not always be as they seem at face value.
We Are Blob | Gameplay Programmer
My involvement with We Are Blob (WAB) came towards the end of its development lifecycle. My responsibilities during the development time of WAB were as a programmer. There were 2 systems that I primarily worked with during my time with WAB, and those are the Phone System and the Save and Load system.
Phone System:
- Connected the points system to the phone system to ensure the different elements of the gameplay occurred.
- Developed the connections of the phone to the in-game time system so the player would see the phone appear at specific times of the day.
Post-Development Bug Fixing:
- Identified issues within the project, communicated them with my team, and fixed issues based on the priority of what was needed for the game.
- Added a new feature to the phone system to allow for an in-between confirmation within the phone system that allows the player to confirm their choice to be able to read the text before the cutscene.
Achievements:
- Learned how to implement achievements to Steam for the game.
- Created the logic to trigger the Achievements within the game.
Research:
The overall premise of We Are Blob is a culmination of relatively simple tasks and ideas that, when added on top of each other, can create a relatively complex experience for the player. Through my research while at Full Sail University, I came across an article that exhibited a similar concept as a group of people was trying to add layers to a game to give it a more complex feel. This layering of simple ideas to concepts shows how when you have just simple ideas and elements, if you start combining them, you can create something complex for the user to experience where it does not feel simple.
Education
Neumont University
Bachelor's of Science (B.S.) 2013-2016
Game and Software Development
Full Sail University
Master's of Science (M.S.) 2024 - Present
Game Design
Kody Fike © 2025