Company: The Multiplayer Group
Role: Software Engineer
Engine: Unreal Engine 4
Language: C++, Blueprint
Platforms: Windows, Linux, PS5, Xbox Series X
Work Period: February 2021 – February 2022 (1 year)
My Work
While I was working at MPG I worked for a client, initially building the base prototype for the game in UE4 and later co-developing the game with a team at the client company.
- Setup projects and fixed all platform specific code in the project to compile and run for PS5/XSX for the first time
- Automated performance statistics and screenshot collection at various map locations, on all target platforms
- Implemented Server-authoritative bullet-hit validation with character state rewinding
- Used UE4 reflection system and ImGui to visualize all properties of an object in real time for debugging purposes
- Implemented an editor tool to capture a top view of the level to serve as minimap.
- Editor panel to tweak properties and preview the area that would be captured into the minimap images
- Ability to split the image in chunks
- Configurable resolution and “world units per pixel”
- Low resolution preview of the capture, capturing created a high-resolution one
- Developed the in-game minimap rendering with an easy icon-customization pipeline to allow designers to customize the looks of the minimap
- Integrated NetImGui in the project to use the existing ImGui code to debug the world state on the dedicated Server by reusing the existing ImGui integration in the engine
- Helped technical artists optimize the hierarchical LOD baking process by parallelizing parts of the algorithm, reducing the performance from minutes to ~5s on the machine it was tested on
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