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Wolfeye 
 

     After Arkane I joined the next best thing, Wolfeye. Made of mostly Arkane alumni, Wolfeye allowed me to futher my career in working in the player driven immersive sim design space. The team had a great need for tech so I morphed into a programmer a lot for this project but still keeping my eye on design through feedback and owning some content while providing tools and system support

Key Systems & Contributions

  • Universal Interaction Event System: Built and supported a system that enabled level designers to quickly define in-game relationships between actors and systems without requiring custom scripting.

  • Open World Encounter System: Prototyped and designed an encounter framework aimed at breathing life into the open world.

  • Spawning System Refactor: Refactored and refined the spawning architecture to deliver more performant spawning while reducing user error.

  • Custom Slate UX: Developed custom editor UX using Slate code to significantly improve internal workflows and designer efficiency.

  • Data Collection Commandlets: Created custom commandlets to gather critical game data efficiently without needing to boot up the editor.

  • Cinematic Prototyping: Prototyped in-game cinematics and sequences using Unreal Engine's Sequencer.

  • Smart Object UX: Designed and implemented dedicated UX around the Smart Object system to assist users in authoring and debugging smart objects within Unreal.

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