
Build engineering and CI/CD extended to VR platform requirements on a 10v10 multiplayer shooter.
Partner studio: Puny Human
A large-scale VR team shooter set in an abandoned Antarctic research base, pitting two ten-player squads against each other and against a third faction of biomechanical creatures that spawn dynamically in response to player activity.
Ten-versus-ten VR with a dynamic AI faction is an unusually heavy target, and the title had to build and validate reliably across Oculus Rift, HTC Vive and Valve Index while sharing a studio and a pipeline with two other concurrent projects. The requirement was to extend the existing CI/CD platform to cover VR platform requirements and to keep stable, certifiable multi-platform builds flowing to a fixed release date.
The build engineering practice already running the partner's pipeline extended it to handle VR platform targets and their packaging and validation requirements, on Unreal tooling with Perforce and Jenkins.
Build stability was maintained across the concurrent project load, with platform and systems programming support provided where VR-specific requirements crossed into game code.
Engine: Unreal Engine 4.



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