Path of Titans is an MMO dinosaur video game currently in active development for home computers and mobile devices fully compatible with cross platform play. Play as one of 18 core dinosaurs in a rich ecosystem filled with complex AI creatures and up to 200 other players. Explore an environment filled with natural events, quests, guilds, adventures, and free-form play, all while enjoying a rich life, avoiding death, and augmenting your dinosaur to suit your play style.


Network Programming

  • Implementation of the new Push Model for replication within the project, including refactoring all existing replication code.
  • Miscellaneous networking optimisations within the projects, as well as providing expertise to other team members.
  • Usage of the new net group manager to reduce the amount of “leaked” player stats to other players. This made it so players only received their own attributes, but server admins were still able to receive all of the player’s gameplay attributes. Reduces the amount of useful information we give to cheaters.

Gameplay Programming

  • Miscellaneous bug and crash fixes, in coordination with the QA team and other team members.
  • Worked with the Gameplay Ability System to add new features and provide bug fixes.
  • Performance and crash fixes relating to asynchronous asset streaming and the garbage collector, due to improper UObject lifetime management.
  • Part of the code reviewers to maintain a clean unified standard within the codebase.
  • Refactor all of the game’s animation blueprints to use thread-safe function calls, allowing for more performant dinosaur animation blueprints.
  • Mentoring junior programmers to teach them good coding standards and show them better solutions to their problems during code review.

Engine Programming

  • Fix a crash in UObject net deserialization due to attempting to read the name of a dummy UObject.
  • Add a function to change the root motion finish velocity mode of a UAbilityTask_ApplyRootMotion_Base to fix gameplay issues with the pounce gameplay ability. This made sure both the client and server would predict the same root motion velocity change when the ability ended, leading to smooth gameplay while using the pounce ability.
  • Fix animation blueprint crashes appearing during an engine upgrade.
  • Fix crashes that would occur when a level designer attempted to paint a landscape.