A physics-defying theme-park builder shipped on PC, PlayStation 5, and Xbox Series X, published by Bandai Namco. Players construct gravity-ignoring roller coasters and rides with full management sim mechanics. I joined as a gameplay programmer at Limbic Entertainment and worked across objective systems, placement mechanics, saving, camera, and cross-platform parity.
Unreal Engine 4
C++
Blueprints
Perforce
JIRA
Multi-Platform
My Contributions
- Senior campaign ownership — assumed full senior ownership of campaign scripting, mission flow, goal subsystem, and save/load mid-production after the original programmer's departure, sustaining all systems through ship and post-release DLCs without interruption within a 100+ person cross-discipline team.
- Mission scripting system — owned and maintained a mission scripting system with 148 conditions in an in-house C++ visual scripting framework, covering campaign, story mode, and sandbox end-to-end including state tracking, LD-driven cinematics, camera scripting, placement verification, and custom per-mission save states.
- Parallelised asset loading — parallelised asset loading for UI and tutorials and simulation ticks for economy and ride statistics; profiled and eliminated hitches during high load sequences.
- Cross-platform debugging — debugged cross-platform critical issues on PS5 and Xbox Series dev kits as direct technical assistant to the Director and Lead Programmers.
- Core systems delivery — delivered core systems across Economy, Placement, Cinematics, and Terraforming; reduced critical bugs by ~40% through systematic cross-department QA collaboration.
Source code is proprietary to Limbic Entertainment and cannot be shared publicly. The technical work above reflects actual shipped features on the final product.