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

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