I'm an Online Gameplay Programmer that takes a lot of pride in creating as smooth an experience for the player as possible. I've worked on many different kinds of projects from Networked Multiplayer Shooters to Turn Based Strategy games. I love being able to work very closely with the design team in order to find the best possible scenario for the player to have the most fun out of a new or existing gameplay mechanic.
Below is a summary of the top 3 projects that I've worked on. Clicking the image will bring you to the details page. If you'd like to get into contact with me, my email is email@example.com.
Age of Wonders: Planetfall is a sci-fi turn based strategy game with in-depth tactical combat.
Within Age of Wonders: Planetfall I worked very closely with the lead console engineer on the team to make sure that the online systems for PS4
and Xbox One were working as intended. I worked a lot on the multiplayer lobby, improving the UI and making sure that it gave a good user experience.
I also worked on switching 2D ambient sounds to 3D ambient sounds.
I created a system that would flood fill and find audio zones within a certain radius around the audio listener.
The Survivors is a battle royale game where 100 players are pitted against one another to
fight to be number 1. The project used an Agile Workflow, using Jira as our main
tool for both producers and development team. Perforce was the source control software that
was used for the duration of this project.
Within The Survivors I worked on getting Twitch integrated into the game. As a
streamer, you are able to link your Twitch account with your in-game account and then have your
viewing audience vote on different Twitch Events that will take place during the match.
For example, your audience may vote that you can only use pistols for a certain duration of time
or spawn a horde of AI that will hunt down the streamer.
I also worked very closely with the Tech Lead/Lead Networking Programmer to help him
design certain aspects to the game (matchmaking server, backend player account service, etc.).
I was also knowledgeable within the team on the networking within Unreal and would be
consulted on by others to help them with their system that they were implementing.
Hex Engine is a custom made engine that was designed around the concept of having hexagon
based grids for turn based strategy games. Within this project, I worked on having an event
system that would notify our scripting system (Lua) when certain game triggers were
happening. These events could be called from C++ or from Lua itself, allowing the developer to
make their own timings for when events would be fired.
I also worked on a tool to allow scripting via Lua with the Hex Engine easier by
implementing certain features such as auto completion, documentation with the text editor, etc.
This tool was built as a plugin within the text editor Atom. This made the connection
between the Lua script and the Engine itself feel more tangible for developers using the system.