Owned core combat and movement systems as a key contributor of the NPC team.
Shipped a Steam release and two alpha phases, including pre-release deployment, issue triage, and patch delivery.
Delivered reliable gameplay features for a networked, multiserver, and multi-threaded architecture, ensuring correct replication, server authority, and thread safety across distributed systems.
Built custom NPC behaviors using State Trees, including engine-level optimizations, bug fixes, and supporting tools.
Identified and resolved systemic NPC navigation failures by implementing a custom movement layer for better control of validation and navmesh projections, with safeguards to recover from invalid locations and unreachable destination handling.
Significantly improved developer productivity and debugging workflows by authoring internal tools, including State Tree bulk data batch editing and runtime character state monitoring.
Improved runtime performance by profiling with Unreal Insights and implementing optimizations, including a enginelevel State Tree node pooling and reuse system.
Served as release captain during live service windows, resolving high priority bugs and coordinating hotfixes during critical weekend support.
Created automated functional tests to validate gameplay and AI behaviors in multi server environments.