John McBroom
Game Developer, Programmer, Infrastructure Architect

Day of Infamy themed background Day of Infamy logo accent

Overview

  • Studio:New World Interactive
  • Platforms:Windows, Linux, Mac
  • Released:2017
  • Time on Project:2016 - 2017
  • Tech:Source Engine, Hammer, .NET
  • Team Size: ~25
  • Roles:
    • AI Programming
    • Audio Programming
    • Backend Systems Programming
    • Optimization
    • Technical Level Design
    • UI & UX Programming
  • Links: Wikipedia, Steam

Contributions

Initially a workshop mod showcasing what could be built with Insurgency's modding tools, Day of Infamy quickly grew into a fully-fledged standalone title, developed alongside many talented members of the Insurgency community.

  • Led the UI & UX programming for almost all player-facing menus, including the main menu, server browser, campaign, matchmaking, scoreboards, and inventory screens.
  • Collaborated closely with our talented Sound Designer to implement audio systems, such as the HQ radio for diegetic gameplay instructions, VOIP radio relaying, dynamic music systems, and extensive voiceover work.
  • Contributed to the technical level design of most levels, spending several weeks in Hammer with the level design team to optimize precomputed visibility and improve performance.
  • Created the "Tagline" system to highlight and reward per-player gameplay achievements.
  • Implemented numerous Steamworks platform features, including matchmaking, parties, and rich presence.
  • Managed the build creation and release merging processes.
  • Continued profiling and optimization of the shared Insurgency/Day of Infamy codebase with RAD Game Tools Telemetry.
  • Assisted the lead AI programmer in expanding my Insurgency code for new gameplay scenarios.