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Federation Mycha

Coming to Steam Early Access Sept 2024

ROLE

Game Programmer | Production Manager

Network Programmer
> Created basic network infrastructure and replication for basic gameplay elements such as object interaction/placement, weapon firing, and player/enemy movement and animations
> Supported other programmers with replicating their systems for online multiplayer

Enemy Behavior & Combat Programmer

> Created Enemy behavior base patterns for ground and aquatic enemies
> Implemented a reusable attacking system usable with all enemies and attack types


Production Manager

> Provided updates to parent studio Zygobot Studios on progress and timelines

> Assigned and verify work for studio members while ensuring minimum viable product specifications
> Resolved technical issues in source control and project binary mismatches

DESCRIPTION

In January 2024, I pitched a tactical FPS to parent studio Zygobot Studios. After getting approval at the pitch, I developed the network functionality and systems to have basic replication functionality with objects, other players, and enemies in the game world. I also developed the basic functionality and behavior patterns for enemies to move, patrol, and attack players using Unreal Engine 5's AI system including Behavior Trees, Blackboards, and AI perception components. As the project grew and more staff joined the project, I had to relinquish maintenance of these systems to other programmers on the team and switch to managing the project. However, I occasionally get time to fix a couple bugs or make a small enhancement.

Research

Federation Mycha's NPC behavior looks to create a realistic experience as if players were living in the world of Federation Mycha and fighting these mutated animals dubbed Mychalytes firsthand. Making these enemies feel 'smart' to players involves perception of threats through sight and sound . Beyond perceiving players and their NPC allies, making enemies patrol around obstacles to block bullets and to stay grouped with other enemies gives them another layer of intelligence.

Programming Showcase

Enemy Combat & Behavior

 Ability System

Dynamic Game Audio

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