2017 - current
At Pocket Gems, for the past several years, I've worked on R&D prototype games — small, independent, exploratory projects killed in various stages of development. Some highlights from the projects I've worked on include:
Real-time multiplayer prototype
2017 - 2018
A game about adventuring with a party. In the absence of satisfactory middleware for real-time multiplayer in Unity, my team rolled its own multiplayer stack. As one of our two networking-focused engineers, I built our game-state replication based on the well-known Quake 3 "delta compression". (Naturally, I worked closely with the other networking engineer, who built our RPC and ECS system.)
A game about attacking towers with flying monsters. I worked on the core flight systems, researching 1. automatic steering based on the well-known Reynolds steering behaviors, and 2. manual steering based on adapting real-world airplane physics.
February 2020 - December 2021
A game about attacking crowds with giant monsters. I integrated the well-known Reciprocal Collision Avoidance library to control the behavior of the multitudinous troop units. I was also the tech lead on this project, becoming responsible for planning and executing a mid-project port from Unreal to Unity.
March 2022 - July 2022
A game about collecting monsters (and merging items, following the company's efforts on Adventure Chef).) I was the sole engineer on this project, building architecture and tools to keep game designers productive.