
UI and systems engineering plus a performance pass, brought in to help land a long-running crowdfunded production.

Partner studio: Puny Human
An underwater vehicular combat game set in a flooded far-future Earth, reviving a cult PC series. Players pilot armed submersibles through a campaign and skirmish modes, with ship customization and upgrade systems layered over six-degree-of-freedom combat.
The project had been in development for roughly five years following a 2015 crowdfunding campaign and needed outside capacity to close out. The specific asks were user interface and systems programming — customization, upgrade and campaign flows carrying a great deal of state — and game and render performance optimization across PC, PlayStation 4 and Xbox One, where fully volumetric underwater environments are expensive to render.
Engineers were added to the UI and systems workstreams, implementing and hardening interface and gameplay systems against a codebase that had accumulated years of iteration and multiple direction changes.
A parallel optimization pass targeted both game and render performance across the three shipping platforms, ahead of a simultaneous release.
Engine: Unreal Engine 4.



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