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Steel Rising (Instinct Games)

Core Engine Development & Scalable Multiplayer Mechanics for AAA Survival Titles.

Core Engineering

Unreal Engine Core & Networked Gameplay

During my tenure of over 3.5 years, I engineered deep-level engine modifications and core gameplay systems for a large-scale sci-fi survival project (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.

Tool Development

Outfit Overlapping & Generation Tools

Designed and implemented specialized professional tools that were critical to the game's production pipeline:

CSV Item Generation Tool

Enabled the design team to manage and balance over 100+ asset variations per item (robots, weapons, materials) across 60 levels using complex reference tables, completely unblocking the level design workflow.

Gameplay Physics

Networked Hover Bike Physics

Engineered a realistic, physics-based Hover Bike system. Ported foundational logic from Unity to UE4 and optimized network replication to ensure smooth, synchronized physics between the rider and observing clients.

Stack

Core Technologies

Unreal Engine 4 C++ Networked Physics SVN Jenkins Visual Studio
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