Ballistic Moon


Console and PC Performance Analysis & Optimisation

– Worked along-side an external graphics team to profile performance issues on PC and PS5
– Primarily utilised the PlayStation console suite, Unreal Insights, and Razor GPU/CPU profilers
– Responsibility for reviewing & improving level segmentation and memory usage when streaming or loading

Animation Programming

– Responsible for the character item animation system from prototype to production
– Utilised Unreal’s animation graph to create a dynamic system for characters holding items
– The system was used in locomotion, cutscenes and interactions to drive character focus

Systems & Gameplay

– Multiple prop animation systems at parity with the original title and to account for the addition of smooth transitions between cutscenes, interactions, and locomotion
– Initial framework for AI character movement, converting both data and systems from the original
– Runtime dynamic mesh switching on characters during cutscenes & interactions
– Branching narrative systems utilising Unreal Engine’s Sequencer

Porting

– Developed & refined custom asset pipeline using C# and Python integrated with Unreal 5 to convert data from Decima to Unreal 5
– Established MVP functionality for systems from the original title and set up their UE5 counterparts from the ground up, authoring the data conversion at the same time
– Responsible for initial set-up of each chapter, adjusting LUA game scripts to ensure a playable experience beginning to end very early in development for publisher previews & milestones

Prototype Team

– Team of two scoping gameplay improvements in Unreal Engine 4
– All features presented within an open gym & playable first chapter setting
– Rapid iteration prototypes with a 2-3 week turn-around & 3 variations of each feature