Unreal Engine Core & Networked Gameplay
During my tenure of over 3.5 years, I engineered deep-level engine modifications and core gameplay systems for an unreleased, large-scale multiplayer sci-fi survival game (60+ levels), driving technical execution within a lean, cross-functional team of 15.
- Networked Combat & Customization: Architected comprehensive networked weapon systems with dynamic attachments, ensuring smooth state synchronization across multiplayer clients.
- Advanced Robotics System: Developed complex AI and interaction logic for mechanical robots, including hacking and modular base-building mechanics.
- Dynamic Attachments & Riding: Implemented a robotic attachment system that altered behavior dynamically, including modular cockpits for player-mountable robots.
- Engine Modification & Migration: Performed extensive source-level UE4 edits and spearheaded the migration of highly modified engine versions to newer stable releases.
Outfit Overlapping & Generation Tools
Designed and implemented specialized professional tools that were critical to the game’s production pipeline:
- CSV Item Generation Tool: Architected a CSV Item Generation tool powering the procedural economy, enabling designers to dynamically generate and balance thousands of asset variations (robots, weapons, materials).
- C++ Outfit Overlapping Tool: Engineered a C++ tool to resolve mesh clipping across hundreds of multi-layered outfits by procedurally calculating vertex offsets, eliminating hundreds of hours of manual artist authoring.
Networked Hover Bike Physics
Ported a Unity hover bike physics asset to UE4, added multiplayer support, and adapted its physics and handling to the game’s requirements, optimizing network replication to keep physics smooth and synchronized between the rider and observing clients.