Pittsburgh, PA
- Architected core roguelike systems for the Pit of Agonies mode in God of War: Sons of Sparta: reward and enemy seeding, shop, progression, economy, inventory management and legacy system rework.
- Developed modular NPC behavior systems using Behavior Trees and FSMs, supporting 10+ archetypes in God of War: Sons of Sparta.
- Implemented gameplay feel systems (physics, camera, input, UI) and state-driven animation sequencing in Backyard Baseball.
- Built a YAML-driven balancing system enabling designer tuning without code changes in God of War: Sons of Sparta.
- Authored the input system for Maximum Apocalypse, decoupling input and gameplay to reduce cross-system dependencies, supporting action and map blocking and enabling on multiple layers.
- Built and maintained the localization system for Maximum Apocalypse, supporting multi-language pipelines and runtime string management with fallback support.
- Authored and developed the whole demo shipping pipeline in Maximum Apocalypse, including content locking and progress persistence to the main game.
- Authored the whole save files architecture in Maximum Apocalypse, including save file backups, corrupted data salvaging, schema versioning, encoding and save file hashing.
- Contributed to C++ porting pipelines for Android across 5 shipped Backyard Sports titles with performance and feature parity on memory management and rendering systems on Android and iOS.