
Dumb Ways to Survive
Collect, harvest and hunt your way through the wilderness as a bumbling bean trying to stay alive.
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The game was built on a custom ECS implementation. Working on this project I honed my understanding of ECS architecture, an d quickly became comfortable authoring my own systems and components for new features.
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I implemented a system for designers to bind custom logic to gamepad navigation of the game’s UI document without code.
I implemented functionality for screens designed by our UI team for new features.
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The first major content update I worked on for this title. This included adding a new biome on top of the existing four, new items, new status effects, new create types and new objectives to the endgame.
This also involved fixing bugs that remained in the game since launch.
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I worked on an unreleased major update which involved porting the previously mobile-only title to Netflix’s Cloud Gaming platform.
I drastically reduced the VRAM usage by optimising the post-processing effects and implementing a custom texture atlas generation tool.
I added gamepad support and added tools to allow the designers to adjust the player experience to account for latency.
As the Cloud Gaming platform was being simultaneously developed, I had to respond to SDK and development environment changes regularly, as well as provide feedback and request features to best expedite development.
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The final major update I worked on focused on reworking the game’s progression system.
I provided time and resource estimates for several large features for a team of 3 engineers.
I implemented recurring daily goals as well as relevant push notifications to reduce player churn.