I am currently working my first industry job at Climax Studios. I have been working on an amazing AAA game that I cannot wait to show of.Â
For this project, I have mostly working on tools. Specifically tools related to our combat encounters. I helped define how the enemy spawning works, defining tension states and making it as easy for combat designers to set up the best possible encounters. This means I have worked very close to both the Climax designers, and the designers of the client company in the USA. I am the feature owner of some aspects of the large combat encounter system
Furthermore I have worked on multiple GPOs related to combat, of which I am the feature owner of a few.
Lastly, I have made some project-wide tools as well, like a new and improved delay and timer node that is automatically cancelled when the player dies.
How to better write AAA standard code (Smart pointers, use of UPROPERTIES, Array iterators, save-load and so much more)
Improved effective communication to quickly understand expectations and effectively disclose my opinion without stepping on toes, especially when dealing with overseas team members
The importance of due diligence before submitting code. Our build rarely breaks on a project worked on my hundreds.
So much about tools in ue5: PostLoad, UPROPERTIES, UFUNCTIONS, PostEditChangeChainProperty, inlined bools and so much more
AAA processes. How production is done, the hierarchy, the politics, the standard of work etc.
Honestly too much to write down here. I learned an insane amount at Climax so far.