Managed a team of 4 gameplay programmers
- Mentored reports from mid level into senior positions
- Provided guidance and assistance for navigating conflicts
Led a team of 7 programmers, designers, and producers responsible for unique moment-to-moment gameplay for each level
- Identified and addressed design-related technical concerns and guided development of systems architecture
- Fostered collaboration with multiple disciplines and improved communication, workflow, and efficiency for all teams involved
Developed and oversaw base gameplay systems used by engineers, designers, and artists to build content including:
- Interaction Systems for pickups, attach hands, and generic interactions
- Data-Driven Material Animation System to create dynamic materials and animate their parameters
- Base Scripting Systems involving a finite state machine component, event systems, a data-driven action system to allow easy versatile reuse of logic, and base actors to give designers and programmers strong starting points for developing content
Facilitated communication and training across teams to strategically address dependencies
- Primary knowledge holder and point of contact for all gameplay systems, entrusted with directing stakeholders to get necessary answers quickly
- Proactively identified, reported, and mitigated development progress risks, ensuring issues were solved before impacting the project timeline
Cultivated studio-wide community and productivity through empathetic leadership and teamwork
Worked with a mid-sized team as a core gameplay programmer
Designed and developed systems for interaction, ui, cinematic scripting, and VO
Created an in-house engine tool for creating and editing physics assets using PhysX SDK