Role: Senior Game programmer
Duration: Early 2017 – Current
- Units gameplay implementation
- Core gameplay mechanics
- Graphics programming
- Performance optimisations
- Backend server team support
- Scrum master
Warhammer Age of Sigmar: Realm War is a realtime multiplayer hero battler on mobile.
Featuring epic creatures and monsters from Games Workshop’s Age of Sigmar franchise. Both players face each other in a battle using their unique Warlords, a set of heroes, minions and spells. Each hero has a one time use ability, to be utilised with strategic timing to defeat the opponent player. Real War features impressive Physics Based Rendering visuals alongside outstanding character and environment models, making this a one of a kind game on iOS and Android platforms.
I’ve personally been involved in this project pretty much from it’s infancy, during various prototypes, before a license for it was picked. We iterated multiple types of live multiplayer gameplay before settling with the current one. From that point on, I’ve been responsible for defining the core technology underlying all units, using Behaviour trees, and producing a majority (25) of the units or spells in the game. I support the art team with graphics shaders to maintain a PBR graphics pipeline and to bring their VFX to life. I have contributed to numerous other areas of the game by mentoring or being hands on, in topics such as backend platform (GameSparks) system design, database (NoSQL) usage, AI, UI Navigation, etc.
On top of my technical responsabilities, I take on the role of Scrum master on the “Content” subteam , which is responsible for anything gameplay related. I drive the vision forward, I organise work and resolve challenges in view of delivering predefined deliverables for specific milestones on time.
More directly, I also mentor junior programmers by providing expertise I have collected through different projects I’ve worked on. I conduct code reviews, pull request approvals, and feature sign-off.