Role
Generalist programmer working on gameplay, AI, and tech-art related features.
Summary
As part of updates 2.2 and 2.3, I worked on implementing and extending multiple features in the game.
For update 2.2, my main focus was vehicle customization. This required investigating the inner workings of the engine and vehicle entities, as well as extending vehicle shaders and existing systems to achieve the desired visual results.
For update 2.3, I worked on the Autodrive™ feature, allowing vehicles to autonomously transport the player. This required a deep understanding of existing AI and traffic systems to ensure smooth and reliable behavior across a map as large and varied as Night City.
During both updates, I also supported designers and artists by providing engineering support to help them progress on their tasks.
Key contributions
- Extended existing gameplay and engine systems to support new features in a live AAA project.
- Integrated customization features across a large and diverse vehicle roster.
- Solved tech-art and rendering constraints within a proprietary engine.
- Implemented autonomous vehicle behavior in dense and large-scale open-world environments.
- Acted as a technical point of contact for designers and artists during production.
Role
Gameplay programmer focused on online multiplayer architecture as well as character movements and abilities.
Summary
I was part of the initial team responsible for defining and setting up the technical foundations of this new multiplayer project with challenging requirements around player abilities and movement.
I conducted extensive research and prototyping in Unreal Engine 5 to determine the best approach for building a solid foundation for the game. To keep the codebase reliable and easy to maintain I relied heavily on the Gameplay Ability System to structure abilities into clean and modular blocks while still keeping strong interactions between abilities and the environment.
I also faced challenging networking issues related to character movement in an unusual environment which required modifying parts of the Character Movement Component’s netcode to achieve the desired behavior.
Key contributions
- Helped design the project foundations as part of the initial team.
- Designed the core architecture of a new online multiplayer game.
- Built modular and interactive abilities using Unreal’s Gameplay Ability System (GAS).
- Modified Character Movement Component netcode where needed.
Role
Gameplay programmer working on combat, networking, and animation replication.
Summary
During this mandate for Jagex, I worked primarily on expanding and improving the game’s online multiplayer combat system. A significant portion of my work focused on bows, projectiles, and their associated netcode. Reliability was a major priority and I spent time reworking systems to behave consistently under poor network conditions.
Alongside gameplay work, I assisted an animation developer by handling the networking and replication aspects of new animation features like a control rig.
Key contributions
- Expanded and improved an online multiplayer combat system.
- Iterated on projectile and bow netcode.
- Ensured combat gameplay and animations replication remained reliable under poor network conditions.
- Assisted an animation developer with networking and replication needs.
Role
Generalist programmer working on core systems, character movement, abilities, and items.
Summary
Paleo Clash was my end-of-study project. We had nearly a full academic year to refine our initial concept, build prototypes to make sure the core gameplay was actually fun, and deliver a polished vertical slice to present in front of a jury.
I worked on multiple gameplay systems with a strong focus on character movement and item interactions as the game relied heavily on responsive controls and environmental interactions. I also addressed technical constraints such as world streaming for long tracks and solved several issues specific to local multiplayer gameplay.
Key contributions
- Prototyped and refined core gameplay over several iterations.
- Implemented items that had heavy interaction with level obstacles.
- Tuned character controls to meet the responsiveness required by a racing game.
- Optimized world streaming for long tracks.
- Solved local multiplayer issues, including per-player audio clarity.
Role
Gameplay programmer working closely with designers on core systems.
Summary
Aguabana was a multidisciplinary student project developed with designers, artists, and programmers to create an RPG aimed at a younger audience. Throughout the project I focused on implementing gameplay systems based on design specifications, my main focus being the combat system. I also contributed to integrating several core systems including the dialogue system, progression tracking, and the in-game shop. For the more technically complex features such as the B-spline component of the combat system I transitioned from Blueprint to C++.
Key contributions
- Implemented combat gameplay based on design specifications.
- Integrated core systems including dialogue, progression, and in-game shop.
- Converted complex combat features from Blueprint to C++.
Role
Gameplay programmer and tools developer.
Summary
Pintada was a collaborative student project developed with game artists and sound designers to create a 2D platformer. In addition to implementing the core gameplay, I worked closely with artists to ensure their assets could be integrated smoothly into Unity. I also developed custom tools to improve level designers’ workflows. As part of the project requirements, I set up a server-based leaderboard system and handled both the backend server using Node.js and its integration into the game.
Key contributions
- Developed core gameplay for a 2D platformer.
- Created tools to improve level designers’ workflows.
- Assisted artists with asset integration into Unity.
- Set up a server-based leaderboard using Node.js.
Role
Gameplay and backend developer.
Summary
This project was started by a small group of Isart students with the goal of releasing it on the Google Play Store and potentially the Apple Store. I joined the project during its migration from OpenFL to Unity and helped port the existing prototype to the new engine. Aside from gameplay development, I was responsible for implementing backend and retention systems such as daily rewards and quests. I also handled the integration of platform and monetization services, including Google Play Games Services, Unity IAP, and Unity Ads.
Key contributions
- Helped migrate a project from OpenFL to Unity.
- Continued gameplay development to prepare for release.
- Implemented backend and retention systems (daily rewards, quests).
- Integrated Google Play Games Services, Unity IAP, and Unity Ads.