Gameplay Systems Engineering

  • Designed and implemented advanced AI behavior for non-playable characters (NPCs) in a dynamic open-world environment.

  • Integrated advanced pathfinding algorithms to ensure fluid NPC navigation through diverse terrain.

  • Created modular event-driven system for NPC interactions with dynamic environmental conditions.

Combat and Weapon Systems

  • Engineered comprehensive firearms behavior and mechanics, including recoil, reloads, and ammo tracking.

  • Developed dynamic weapon upgrade system, enabling real-time adjustments to stats like damage, accuracy, and fire rate.

  • Integrated multi-layered hit detection and physics-based impact systems to enhance realism in combat encounters.

Environmental Interaction and Destruction

  • Led efforts on creating destructible environments using Unreal Engine’s Chaos Physics.

  • Engineered terrain deformation and real-time destruction effects based on player interactions and explosives.

  • Optimized asset streaming and destruction pipeline for seamless player experience across large game worlds.

Misc..

  • Collaborated closely with design teams to fine-tune gameplay balance across multiple levels.

  • Authored technical documentation and provided training sessions for onboarding new engineers.

  • Assisted in bug triage and resolution, including optimization of game performance for various hardware platforms.

XR Developer Full Sail AR/VR LABS 2024

PROFESSIONAL PROJECTS

PROJECT TERRY

(Full Sail AR/VR LABS 2024b)

A sample of the game titles that I've worked on over the years

Tools Used

  • Unreal Engine (Blueprints): For implementing AI, NPC behaviors, pathfinding, and weapon mechanics.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Asset creation (Blender 3D): 3D models, textures, and animations for NPCs, weapons, and destructible environments.

  • Animation Blueprints (Unreal Engine): For managing dynamic weapon animations, recoil, and reload behaviors.

  • Version Control and Profiling Tools (GitHub/ Gitlab): For code management and game performance optimization.

As an XR Developer at Full Sail AR/VR Labs (2024), I used immersive technology principles to create a realistic VR experience for Project Terry, featuring a virtual traffic stop interrogation system (Full Sail AR/VR Labs, 2024b). Research on immersive learning and interactive systems informed realistic features like AR-15 weapon mechanisms and animations (Lee & Lee, 2019; Moss & Hixon, 2020). Applying Norman's (2018) user-centered design, I ensured the UI was both engaging and easy to use, enhancing the overall experience for Project Terry (Full Sail AR/VR Labs, 2024b).