My work on Maelstrom is primarily focused on gameplay engineering but also includes technical design, art, and animation.
As an Engineer on Maelstrom I helped to:
– Prototype and Implement gameplay systems such as combat mechanics, ship abilities, and AI behaviors using C++ and unreal’s blueprint systems
– Implement and tune physics and technical animation including implementing a custom water buoyancy system and developing the ragdoll physics on ships
– Develop shaders for the water and gameplay mechanics
– Live Ops support
April 11, 2018
Early Access Title