Gameplay Programmer
AI | Encounters
I partnered with a Senior Programmer on Encounters where we took ownership from designers and fully refactored the entire system. With Nightingale being a live service game
we also consulted our designers to identify and alleviate as many inefficiencies as possible in the data authoring process and level markup to ensure a sustainable content pipeline with quick turnover.
I then had the opportunity to move to the AI team with the primary goal of bridging the gap between Encounters and creatures. By obtaining a
greater understanding of our AI systems, we were able to decouple Encounters from AI, define a solid bridge, and make much needed improvements to both systems.
I also had the opportunity to mentor interns and junior programmers, and represent Inflexion Games at various outreach events supporting
Alberta's growing media industry.
It was a privilege to work with an undeniably talented team at Inflexion Games and ship my first game. This was my
first real foray into the game industry and I'm incredibly grateful to have been given the opportunity to work with this team on Nightingale.
I was given the environment to make mistakes, pursue my interests, and take ownership of my systems.
Key Contributions:
- Took ownership of encounter systems from designers, nativized core systems, and introduced persistence, replication, automated testing, gameplay debugger data, and level design tools, ensuring robust, extensible, and readable code.
- Acted as the primary point of contact for encounter systems, collaborating cross-functionally with other teams to align features with the game’s vision and maintain the integrity of other systems.
- Spearheaded data authoring improvements, including streamlining POI markup, automating creature distribution, and introducing validation, reducing bugs by 80% and significantly cutting down time spent on authoring and debugging.
- Developed an editor tool for previewing and validating EQS queries, eliminating 95% of creature-spawning bugs.
- Refactored combat encounters to support bosses, enhance small space combat, and revamp enemy distribution for Nightingale’s largest update, contributing to a boost in the game’s Steam rating from ”Mixed” (63%) to ”Very Positive” (83%).
- Enhanced the spawning system by enabling custom EQC authoring and querying in C++, allowing for bespoke spawn locations and rule-based creature spawning, and a 97% reduction of EQS assets.
- Nativized the encounter spawning system and unified its data into data assets, reducing asset dependencies by 99%, streamlining the creature spawning setup, and increasing system extensibility.
- Refactored the encounter presentation system to support diegetic player communication, eliminating replication in core systems and laying the groundwork for rewards.