Professional
Six Days in Fallujah
Click for more information.
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
Click for more information.
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