Gameplay Engineer
Sept 22' - May 24'
Worked on the small and highly critical weapons and player mechanics team during our CCC hardening and through to cancellation. Prior to that worked on metagame UI systems, unique enemy health systems.
Systems Experience
Worked implementing of multiplayer networked systems including:
- procedural, server-driven weapons
- client predictive projectile system
- client predictive net-synced timers
- client predictive player abilities
- designer tooling
- weapon abilities
- net synced UI widgets
- client predictive enemy health systems
- player metagame for create-a-class like system

History
From August 23' on, a small team of myself, a fellow midlevel, and our lead ran all player and weapons tech from that point until studio closure. We were one of the highest praised team.That annual review was not finished by the time of the company closure.
We were able to maintain our timelines effectively and deliver full feature sets and system extensions under well planned production pipelines, while maintaining and actively working to clean, repair tech debt. This was in a time where the project was heavily focused on ensuring we could achieve a AAA polish with our CCCs (Character, Camera, Control) comparable to games like Call of Duty.
Work Delivery
Our team was able to achieve and exceed expectations while actively improving our codebase and designer tooling for nearly three straight milestones until the company closure. In response to my scale of ownership on the product, I was given notice that I was to receive a promotion to Senior Gameplay Engineer during the next performance review round, which was delayed by three months and then cancelled due to the company shutdown.
Studio Closure
Sadly, due to the nature of how Deviation Games shut down, not much further information can be provided on the game publically.