


Overview
- Studio:New World Interactive
- Platforms:Windows, Linux, Mac
- Released:2014
- Time on Project:2013 - 2016
- Tech:Source Engine, .NET
- Team Size: ~10
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Roles:
- AI Design & Programming
- Audio Programming
- Backend Systems Programming
- Gameplay Programming
- Optimization
- UI & UX Programming
- Links: Wikipedia, Steam

Contributions
I joined the Insurgency team in 2013, in the run-up to its self-published Steam release. Across nearly four years of development I wore many hats, contributing significantly to the game's development and post-release updates.
- Managed nearly all company infrastructure, including the full build and release pipeline. Created various tools to aid the developer experience, which continued to be used for the next 10 years across subsequent projects.
- Profiled and optimized both client and server code with RAD Game Tools Telemetry, improving FPS and reducing server hosting costs.
- Designed and implemented all friendly and enemy AI behavior for the first post-release content update, "Molotov Spring".
- Collaborated with the Level Design team to create new stealth-based gameplay in the fourth major content update, "Nightfall".
- Worked closely with our talented Sound Designer to integrate new audio events, handle audio obstruction, apply unique DSP effects to player voices, and minimize the audio memory footprint through new codec support.
- Responsible for most UI & UX programming, including implementation of the main menu, news feed, inventory, voice-command radial menus, and match results.
- Integrated numerous Steamworks platform features, including matchmaking, parties, and rich presence.
- Created crash reporting systems, gathering and decoding client and server crash dumps to provide clearer insights into release health and allow quicker turnarounds on hotfixes.