Senior Software Engineer

Biogore Interactive
Feb 2023 – Present

● Led networking of core online systems to allow for responsive horror co-op interactions in Unreal
Engine 5 using C++, such as physics-driven object grabbing including client-side prediction and
reconciliation, a physical inventory system, and replicated dragging and aiding of injured players.
● Extended on our utility-driven AI system, ensuring scalable multiplayer support and communicating with designers to provide maximum ease-of-use through implementing an integration with Unreal’s default Behavior Tree system.
● Designed and developed an innovative procedural plant/fauna growth system utilizing PCG graph,
Niagara, and Nanite to efficiently spread a growing, world-changing infection across the map, which can be interacted with by monsters and players to affect gameplay
● Worked with level designers to help develop engine tools aiding in the procedural generation of large interactive worlds
● Utilized code planning, design patterns, and object oriented programming to ensure clean code with maximum modularity.


Software Engineer
Black Zenith Entertainment
Jan 2021 – Feb 2023

● Developed innovative system allowing for online physics-driven sword combat for a PVP VR
swordfighting game, including custom client-side prediction and server reconciliation running at a 128hz tick rate.
● Aided in development of online systems including leaderboards, match flow, and player customization
● Implemented EasyAntiCheat and EOS authentication to ensure a high level of security and competitive integrity


Software Engineering Consultant
BluNoire Consulting · Freelance

Aug 2020 – Present

● Programmed networked gameplay and online simulations for clients in C++ and C# utilizing game engines including Unreal Engine and Unity
● Developed core features to client specifications, including custom replicated ship combat and movement, lag-compensation with server-authoritative client-predicted movement, and optimized multithreaded physics joints to support a large number of concurrently interacting active ragdolls.
● Created clean and easily maintainable extensions to existing code-bases, ensuring modularity and maximum reusability of code.
● Researched and implemented solutions for unique problems on demanding platforms, such as VR and mobile
● Optimized code using multithreading and ECS architecture where necessary

Portfolio

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.

Zack Sinisi

PCG framework makes it easier than ever to generate performant, massive environments and rapidly prototype new levels. This article will go into the basics of …

Zack Sinisi

Lag compensation is at the core of effective hit registration and fair gameplay for many online games. The best way to start with understanding lag …

Zack Sinisi

Continuing on my Networking Demystified series, I discuss the basics of how client-side prediction and server reconciliation work to create responsive, well synced gameplay. This …

Zack Sinisi

I recently implemented cross-platform deterministic lockstep for a 2d project. I aim here to document the process and theory behind deterministic lockstep, as well as …

Zack Sinisi

We’re currently working on a co-op horror game at Biogore Interactive, and a core tenet from very early on is that we want the world …