


Overview
- Studio:New World Interactive
- Platforms:Windows, Linux, PS4, PS5, X1, XSX
- Released:2018 (PC), 2021 (Console)
- Time on Project:2015 - 2023
- Tech:Unreal Engine, .NET, UnrealInsights, AWS (EC2, ECS, S3, DynamoDB, RDS, ELB, Route53)
- Team Size:~30 (2016), >50 (2023)
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Roles:
- Audio Programming
- Backend Systems Programming
- Infrastructure Director
- Optimization
- UI & UX Programming
- Links: Wikipedia, Steam
Contributions
- Audio: Lead the integration and modification of Wwise, collaborating with the Audio Director to create award-winning results.
- Backend Systems: Created authentication, matchmaking, analytics, replay, and crash reporting systems. Coordinated with third parties for game server provisioning (Unity/Multiplay, Improbable). Redesigned the statistics system, reducing database CPU by over 12x contributing to the successful Xbox Game Pass launch.
- Debugging: Performed extensive client and server minidump debugging. Created a custom server to interface with the Unreal Engine crash reporter.
- Engine Upgrades: Drove every upgrade from 4.12 to 4.25, alongside most upgrades of middleware (Wwise, Simplygon) and code deprecation fixes.
- Gameplay: Collaborated extensively with design teams in prototyping. Implemented key elements of the 2015 prototype, including camera logic, soundscape audio, and proximity VoIP. Developed initial gamepad features like aim dampening and sensitivity curve presets.
- Live Ops: Worked with the Lead Game Designer to implement a system for remotely scheduled, limited-time gameplay experiences.
- Optimization: Utilized Unreal Insights, PIX, and Razor to investigate and resolve performance issues across all platforms.
- Platforms: Development experience with Xbox and Playstation Devkits, including debugging and performance analysis. Integrated cross-platform support into statistics and matchmaking systems. Drove the initial review and documentation of TRC/XR requirements.
- UI: Collaborated closely with the UI designer on UMG implementation and iteration for nearly all menus and HUD elements.
Timeline
Development began with a prototype in late 2015, with my initial responsibilities including implementing core audio (Wwise), movement, animation, and UI systems, along with creating the full Perforce to Steam build pipeline. Across three years of pre-release development I took ownership of several systems, including identity management, matchmaking, VoIP, replay, and crash reporting systems.
After the PC release in late 2018 I widened my focus to include profiling and optimization, both manually via UnrealInsight/PIX/Razor analysis, and through the creation of automated benchmarking tools providing level designers with nightly comparisons. I managed the integration of every Unreal Engine upgrade from version 4.12 to 4.25, as well as most middleware upgrades and code deprecation fixes.
As part of post-release content updates I collaborated with the Lead Designer to create the limited-time playlist systems for new live-ops opportunities. I also laid the groundwork for console support, including the initial Microsoft and Sony identity and matchmaker support, gamepad input improvements, and TRC/XR documentation.
In 2019 I formally assumed the role of Infrastructure Director, overseeing both company infrastructure (services such as the Windows domain, Jenkins, Perforce, Jira, Confluence, and Swarm), and game infrastructure (services such as the identity, matchmaking, analytics, statistics, and inventory). I drove the adoption of tools including RoboMerge, UnrealGameSync, and Swarm with assistance from Production.
I continued to oversee the infrastructure through to 2023 and I'm proud of reaching over four nines service availability for both game services like matchmaking, and critical internal services like Perforce and Jira. Other projects I'm proud of include:
- The 2020 redesign of matchmaker and statistics systems for the console launch, significantly optimizing every system allowing us to seamlessly scale to millions of MAU. The Matchmaker database usage was decreased to <20% of the existing load, and Statistics system database usage was decreased to <8% of pre-update levels.
- The containerization of nearly all on-site and game infrastructure through a combination of a local Kubernetes cluster and AWS ECS, significantly reducing the overhead in maintenance and updates.
- Driving the adoption of tools like RoboMerge and UnrealGameSync significantly improving development processes. RoboMerge in particular eliminated a significant amount of Release Management for each update.