Project Details
Served as Lead Programmer at Gamegine Games for this helicopter-based shooter project, taking on technical leadership, mentorship, and critical system development roles.
Technical Leadership & Mentorship:
- Managed team of 3+ junior/mid-level programmers with hands-on mentorship
- Taught component-based architecture and dependency injection patterns
- Conducted code reviews, pair programming, and knowledge sharing sessions
- Trained 3D art team on Unreal Engine workflow and pipeline best practices
- Developed team’s technical independence through research & implementation methodologies
Architecture & System Design:
- Designed entire software architecture and guided team through implementation
- Established modular, scalable, and maintainable gameplay framework
- Reduced tight coupling and increased code reusability with component-based design
- Created extensible architecture for quest system and game flow management
AI Systems (Research & Implementation):
- Researched, taught, and guided implementation of utility-based AI system
- Managed third-party AI plugin integration and customization
- Developed tick batching optimization system for multi-agent scenarios
- Designed and guided implementation of performance-oriented AI movement patterns for high enemy counts
Physics-Based Helicopter System:
- Designed physics-based helicopter flight system and guided team through implementation
- Took ownership of bug fixing and performance optimization during production phase
- Refactored flight dynamics, aerodynamics simulation, and control input handling systems
- Researched custom physics engine and developed prototypes (not used in production)
Weapon & Combat Systems:
- Designed modular weapon system architecture and taught developer through implementation
- Provided research, design, and implementation guidance for ballistics, hit detection, and damage calculation systems
- Designed recoil patterns, spread mechanics, and projectile physics systems
- Developed dismemberment system (physics-based ragdoll and procedural destruction)
Procedural Animation & FPS Systems:
- Developed procedural FPS animation system (weapon sway, breathing, recoil)
- Implemented smooth camera transitions with ADS (Aim Down Sights) mechanics
- Built hand sway and procedural weapon positioning systems
- Created Animation Blueprint architecture and state machine design
- Developed distance-based animation tick rate optimization (reducing tick frequency by distance)
Performance & Optimization:
- Implemented object pooling system and educated team on best practices
- Applied CPU profiling and tick optimization techniques
- Reduced animation overhead with distance-based animation LOD system
- Minimized runtime allocations through memory management strategies
- Developed custom solutions and optimization experiments for Lumen lighting
Research & Development:
- Conducted R&D for custom physics engine integration
- Researched optimization techniques for Lumen rendering system
- Established profiling and benchmarking processes for performance-critical systems