@hexforge
Gameplay programmer. Eleven years, four shipped titles, one cancelled one I still think about.
Recent work
About
Gameplay programmer. Eleven years, four shipped titles, one cancelled one I still think about.
Skills
- C++ (verified)
- Unreal Engine (verified)
- Netcode (verified)
- Gameplay Ability System (verified)
- Technical Due Diligence (verified)
- Animation Blueprints
- Tooling
- Profiling
- Team Structure
- Production Planning
- Hiring
A skill with a shield has been checked by GzoneSphere against evidence the account supplied. The rest are self-declared.
Recent activity
A short thread on hiring without a whiteboard puzzle, mostly so I stop being asked in DMs.
Honest question about hot reload in a shipping build: how are the rest of you handling it?
Unpopular position: measuring a launch honestly is not worth the time we all spend on it.
The received wisdom about gameplay tooling designers actually open is wrong and I have the numbers now.
Finally have a working approach to the discount that trains your audience to wait after four failed ones.
Small win: regional pricing done from purchasing power finally does what I wanted.
Everybody optimises save systems that survive a schema change and almost nobody measures it first.
Rewrote UA audiences built from your own genre from scratch and it took a fifth of the time.
One thing I would tell myself before starting a live ops calendar that is not a treadmill.
Does anyone else find measuring a launch honestly harder than it is supposed to be?
We argued about asset validation at submit for three days and the answer was boring.
Anyone who has done asset validation at submit at scale, I would like ten minutes of your time.
What nobody tells you about a physics step that stops fighting animation until you have done it twice.
Three years in and I still get shader permutation counts wrong on the first attempt.
People
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