Orbit Outlaws
I started as senior developer, and grew to lead the project in many fronts. We started with a rigid game loop, and I helped convert it into a dynamic experience with different game modes, vehicle configurations and multiplayer support, while improving performance and making systems simpler and extensible. All of this while raising the team's technical skills.
Highlights:
- Refactored the game from a prototype with fixed rules to a modular framework that allowed multiple vehicles, pilots, etc.
- Implemented complex UIs reactive to multiple players, with multiple input methods and gamepads from different vendors.
- Implemented AI algorithms for predictive aiming with orbital projectile physics.
- Improved artist team dynamics by teaching and guiding them to effective use of source control.
- Improved engineer team dynamics by introducing branching and merging processes in an SVN project for better testing and feedback before committing to the main branch.
- Mentored artists to interact directly with the engine, letting them make better art and reducing the time they take from developers.
- Integrated support for Google spreadsheets and other tools to ease the work of game designers when tuning the game.
You can see some of the results here: