My name is Devin Sherry, I am originally from Long Island, New York and I am 25 years old. After I had graduated from Island Trees High School in 2010, I attended the University of Advancing Technology where I earned my Bachelor’s with a focus on Game Design and Development in 2013. Currently, I am living in Novi Sad, Serbia where I am working on the Aquanox IP with Aquanox: Deep Descent at Digital Arrow, and THQ Nordic as the publisher.
Video games have always been a part of my life, but to the surprise of many people I wasn’t much of a PC gamer growing up. Many of my friends and colleagues were playing Warcraft, World of Warcraft, Counter Strike, and other PC games, but I was focused more on consoles. I grew up playing my parents’ Atari 2600 and soon after moved on to consoles like the SNES, Sega Genesis, and others. My most vivid memories as a child was playing the Nintendo 64 with some of my favorites being Banjo Kazooie, Jet-force Gemini, Perfect Dark, Super Smash Bros., and many others. In my early teens, I began to play first-person shooters; most notably, Halo. The Halo series was one of the main forces that drove towards interest in game development, especially the Forge Mode in Halo 3. Through Forge, I was able to make my own levels for my friends and I to play. This sparked my interest in level design and pushed me to enter the gaming industry with a focus on level design.
During my time at the University of Advancing Technology, I focused my studies on Game Design and Level Design. It was there that I began to learn the Unreal Development Kit (UDK) and I fell in love with the editor, and the Kismet scripting tool set. Soon after I started learning UDK, I had assisted in the recreation of the UDK club at the school with a handful of classmates. It was with these classmates that I had worked on The Afflicted; the main project and my focus of the club and my academic career during the three years I attended school. In the end, the project was never finished, but it did reach a strong alpha phase where we were able to explore our mechanics, develop strong level design practices and theories for our game, and have it playable at GDC Play 2013.
It was also during this time that I had started my YouTube Channel, Devin Level Design, now called TheLifeofJevins. The goal of the channel was to share my work with others and to teach others about UDK. Later I had began to create tutorials focused on Blueprint Scripting in Unreal Engine 4. Since its creation, the channel has grown to just over 2,700 subscribers. It was through this channel that I had realized my passion for education and learning from others in the Unreal Engine community.
Between the years 2013 and 2015, I had worked on many side projects; some successful, others not. Some of the notable successes were Radial Impact, The Objectives Marker Blueprint, and Unreal Engine Physics Essentials book. You can find more information about Radial Impact here: Radial Impact. More information about the Objectives Marker Blueprint and the Unreal Engine Physics Essentials book can be found here: Side Projects. One of the notable failures during this time was The Network project, where I had worked on as a level designer for just over two years before the project was dropped. More information about my work on The Network can be found here: The Network.
Today, I am currently living in Novi Sad, Serbia working at the studio Digital Arrow under the publisher THQ Nordic on the project Aquanox: Deep Descent. The game is currently in development and therefore I cannot share any of my personal work, but I can share a video demonstrated at Games-com 2016: Aquanox.