Professional

Six Days in Fallujah

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Contribution Highlights

  • Led development on a proprietary, deterministic, and network-safe procedural level generator, which sets up geometry, mesh booleans, missions, environment audio, navigation, lighting, UI map, and more at runtime.

  • Designed and implemented numerous content tools that reduced dynamic level authoring time and manual setup overhead across multiple disciplines, with necessary engine customizations.

  • Modified and improved the Wwise plugin for performance, languages, new features, and custom layers such as: routing UE4 video audio through Wwise, interpreting cues in audio events for handling inline subtitles, and more.

  • Rebuilt and optimized AI systems, Services, Tasks, and EQS logic, to enhance behavior and mission logic.

  • Consolidated dozens of separate volume types into a single unified mesh-based volume, improving performance.

  • Stood up and maintained most core systems including: Tools, Level Generation, Missions, Gameplay, Audio, Dialogue, UI, Collision, GameplayTags, Networking, Cinematics, Abilities, Interactions, Navigation, and more.

  • Handled project-wide optimizations for CPU/GPU performance and stability, reducing load times by 120s+, memory usage by 8gb+, and frame time by 20ms+ across multiple machine specifications.

Golem

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Contribution Highlights

  • Refactored the custom menu and UI system used to auto-handle the mounted / unmounted HMD camera and SFX

  • Customized and extended the physics event handling to allow FX events for smaller chunks of destructibles

  • Debugged and resolved many bugs/crashes within the Physics, Audio, HMD-related, and other existing systems

  • Developed and tested using both the PS4 DevKit and UE4 workspace environments with and without an HMD