Since July 2017
I work on this project under the employment of Crytek
Senior Gameplay Programmer
Savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these creatures from our world, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons. Fail, and death will strip you of both character and gear. Your experience, however, remains in your pool of hunters—called your Bloodline—always.
Hunt’s competitive, match-based gameplay mixes PvP and PvE elements to create a uniquely tense experience where your life, your character, and your gear are always on the line. At the beginning of each match, up to five teams of two set out to track their monstrous targets. Once they’ve found and defeated one of these they will receive a bounty—and instantly become a target for every other Hunter left on the map. If you don’t watch your back, you’ll find a knife in it, and your last memory will be of another team of Hunters walking away with your prize. The higher the risk, the higher the reward–but a single mistake could cost you everything.
As a senior gameplay programmer for Hunt: Showdown, I had the opportunity of working on various systems core to the game experience. Most importantly, the correct networking (prediction, reconciliation and lag compensation) of player movement over the up to 12 concurrent players.
In addition to this, I also worked on hit registration for gunshots over the network, compensating for player latency, but maintaining full server-side authority.
Another significant contribution of mine was the creation of the Quest System, which manages all secondary player progression objectives, from dailies/weeklies, to quest-lines for unlocking new equipment, to tracking achievements. I developed this system in full, including the toolset for system designers to assemble whatever quests they wish for, as well as development on the C# backend, to track and store quest progress in player accounts.
Apart from these I also worked on other gameplay systems, such as environmental damage volumes and world interaction points.