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PerBlue

Engine Development, Gameplay, Deterministic Simulation, Multiplayer, Tools, UI

I worked on several games at PerBlue, from core gameplay and deterministic simulation to designer and QA tooling.

Unreleased Game

This game started as a multiplayer hack-and-slash game. I led the engine team for the duration of the project.

Wall Brawl

This is a live service wall defense game. Things I worked on:

  • Many of the core gameplay mechanics
  • PvP mode: the view could detach from the simulation to watch other players
  • Game automation to assist designers with game balance
  • A replay system that QA and devs could use to share and diagnose crashes and issues

Hex Empires

A live service, turn-based strategy game. I worked on:

  • All of the core gameplay mechanics
  • A cross-platform, deterministic custom simulation for fights
    • Used for server validation and future replays

Triumph: GO Infinite

As part of a contract deal with N3TWORK, I worked on this game for a few months. My biggest contribution was implementing the front end for the game’s player market.