A competitive VR PVP sword fighting game developed in Unity by Black Zenith Entertainment with real-time, physics-driven melee combat.
– I designed the architecture and implementation of the core online combat system, allowing for responsive and fast-paced physics driven gameplay. This includes features such as client-side prediction and reconciliation, interpolation between network snapshots for the sword physics, and a unique system for predicting inputs of players in VR using IK constraints.
A physics-driven football game developed in Unity by Refactor Games.
– I helped optimize and perform various bug fixes for launch and provided consultation on future networking architecture. Some examples of optimizations I performed:
– I designed and developed a system for culling and dynamically switching between regular and procedural physics-driven animation, which mitigated lag spikes significantly and increased general performance.
– I developed a fully multithreaded, burst-compiled alternative to Unity’s configurable joint. Data is passed into an IJobFor struct and the necessary calculations are ran in parallel on worker threads, then the actual forces are applied on the main thread.
A fantasy pirate Adventure MOBA, where 15 teams of players compete in a quest-packed race for treasure. Built in Unreal Engine.
– I worked with the team lead to synchronize custom ship movement and combat between players.
– I continued development of a system to control ship weapon aiming and
perform trajectory calculations, ensuring modularity and extensibility
to allow for the rapid creation of new ship-based weapons.
Nifty Island is a community-driven gaming platform developed in Unity where players can build and play games together, explore player-created islands, and compete for compelling rewards.
– I helped design and implement lag compensation for shooting mechanics, as well as server-authoritative movement and core gameplay elements
Nifty Island
An co-op horror game developed in Unreal Engine by Biogore Interactive featuring procedurally generated growing organic worlds and evolving man-made monstrosities.
– I worked with Unreal’s Gameplay Ability System to create smooth online gameplay
– I designed and implemented the core of our growing world system, which drives a living ecosystem of plants and wildlife.
– I communicated with level designers to build enhanced procedural generation tools and expand on Unreal’s PCG graph system.
– I developed our core networked utility-driven monster behavior, ensuring extreme modularity of behavior to allow for rapid creation of new enemies by designers
An almost fully burst-compiled, multithreaded simulation in which AI decide what actions to take based on a variety of stats meant to encompass a basic human personality, and based on the corresponding stat weights of all potential actions in their quadrant, or area of interest. Also includes a WIP custom designed algorithm for generating larger scenes which match the local patterns found in scenes from a given sample scene without using a predefined grid.