Warning: Post Scriptum is now known as Squad 44 as it has been acquired by Offworld Industries. I worked at Periscope Games when it was the studio behind the game, and left before the change happened.
Squad 44 is a WW2 simulation game, focusing on historical accuracy, large scale battles, a difficult learning curve and an intense need for cohesion, communication and teamwork.
- Implementation of Quality of Life additions, as well as fixing issues present in the game.
- Profiling and performance fixes to allow for long lasting battles between teams using both armored vehicles and infantry.
- Networking optimizations in order to allow game servers to run with at least 100 players, via the replication graph.
- Working with the QA team to fix bugs on both development and production branches of the game.
- Communication with the modding community to respond to their requests and fix issues present in the modding SDK, as well as provide assistance if required.
- Exposing low level replication graph code to modders in a simplified, easy to use API.
- Housekeeping tools to keep the project clean and fix asset issues in bulk.
- Level Design oriented tools for the level design team.
- Plugin that handles chunking of cooked packages according to the path of the asset. This allowed distribution platforms like Steam to patch games more efficiently as we updated less pak files.
- Provide fixes for engine bugs when an engine upgrade wasn’t an option.
- Expose engine APIs to gameplay programmers.