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).