Today

Today is an upcoming social sandbox AAA multiplayer game in which the land has a soul that must be nourished. In this game players will be able to create and curate online worlds called Islands, where they can forage, farm and build in single and co-operative play.

The game also features the development of a prompt based, generative 3D tool that will allow players to create their own homes inside the game.

Beyond the scope of the engineering effort I was responsible for getting the company and project with key partnerships such as Microsoft for Startus and the NVIDIA incubator.

On the engineering side, my role as a Technical Director required me to:

  • Manage the Engineering team;
  • Individually contribute to:
    • C++ engineering in core tech systems,
    • AI,
    • Parametric world-building procgen tookit,
    • multiplayer and gameplay;
  • Architect for the game’s tech stack;
  • Create and manage devops structure, CI/CD and other initiatives to support the development process;
  • Manage the AI R&D track on generative 3D with direct contribution on
    • NLP for user input
    • Stochastic modelling of space
    • Pre-train previs of 3D space

Stumble Guys

Stumble Guys is a battle royale party game. The game features extremely fast-paced multiplayer gameplay; social mechanics that make playing with friends easy; a wide array of challenging levels; personalized and expressive collectibles, skins, emotes, and player avatars; discoverable rewards; and more.

Stumble Guys is a competitive experience that is inclusive to everyone from beginners to experts allowing players with high mastery to perform unbelievable feats, the game also delivers market-leading technical capabilities for players to enjoy the most seamless experience possible.

As a Principal Engineer, I touched many diverse areas of the gam’es development and operations like:

  • Auditing the codebase during the transition phase;
  • Lead the effort of switching server endpoints during production with zero downtime (it helps when you have an amazing team with you);
  • Many security updates to multiplayer validations;
  • Management of third party systems;
  • Coaching the team in Photon Quantum development.

Call of Duty: Modern Warfare II (2022)

Call of Duty: Modern Warfare II, a sequel to the 2019 reboot, is a 2022 first-person shooter game developed by Infinity Ward and published by Activision. It serves as the nineteenth installment in the overall Call of Duty series. It was released on October 28, 2022, for the PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S.

Call of Duty: Modern Warfare II became the fastest-selling Call of Duty game of all time. The game earned US$800 million in revenue in its first three days of release, and US$1 billion within 10 days, surpassing the series previous record-holders, 2011’s Call of Duty: Modern Warfare 3 and 2012’s Black Ops II.
(data source: wikipedia)

As a Technical Director, my role was both to manage a team of experienced engineers and also be a direct contributor to the game’s egineering effort. Myself and the team worked mainly in core-tech areas like:

  • Rendering and Shadow processment optimization;
  • Level loading, batching and optimization;
  • Network stack;
  • Physics improvements, including a whole new set of fluid dynamics;
  • AI.

Space Hub – Collaboration Platform and Framework by Exit Games

SpaceHub is a Photon powered collaboration platform and framework for virtual meetings, collaboration, classroom trainings or any custom immersive scenario.

The framework is built in C#/Unity and fully customizable. Features like avatars with hand control, spatial voice, networked physics and a lot more are built-in providing a jump start for your own immersive projects.

Key areas of work involved:

  • Liaising with all engineers involved in the project;
  • Defining roadmap and product features;
  • Feature development;
  • Assisting clients and partners with framework extensions to feat their own business needs.

8 Ball Pool

Managed all production aspects of the mobile version of the game. The goal started as moving the company’s flagship title from web to mobile as there was no mobile version of the game.

Areas of work included:

  • Managing and creating sprints for client development;
  • Liaising with Backend and Web teams for outstanding work to accommodate all new client features, as well as Art and QA;
  • Liaising with key stakeholders on the development process and key strategic product decisions;
  • Defining project milestones and roadmap;
  • Defining live-ops on post launch.

By the time I moved to another project the game had 11M DAU we had 10x maximum concurrent users since it was web only.

VR4Neuropain

VR4NeuroPain is a customized, award-winning solution of interactive technology that aims to promote the rehabilitation of patients with neuropathic pain in a hospital or home environment.

This innovative system combines virtual reality headsets, haptic feedback gloves with motion and bio-medical sensors, allowing the collection and analysis of physiological parameters.

I managed the development of all VR content and interaction, as well as liaising with the medical research team and making the bridge between hardware development and its subsequent integration in VR.

For more information about this project please check the official website.

Project Chatrooms

Project Chatrooms is a multiplayer, multiplatform framework that enables multiple users to connect to the same virtual space and interact with one another.

I managed the development of this project as well as all project and client liaisons from a business development point of view. So far it has been used in many different business areas including retail training, finance, healthcare and analytics.

Key Features:

  • Hardware Agnostic – works with all VR hardware and even standalone Pc/Mac setup;
  • Game engine agnostic – works on top commercial game engines;
  • Multiplayer services agnostic;
  • Easily scalable and robust;
  • Plenty of physics simulation settings – from realistic to fully customized ones;
  • Support for haptic gear from designated providers – VRgluv, Subpac, Gloveone, ManusVR and more;
  • Easy to setup – quick to use.

Multiplayer Augmented Reality

This undisclosed videogame project for a big Hollywood studio consisted in creating a multiplayer experience in which players could create a character and place it in Augmented Reality so that the character could roam around free, as if part of the real world, and interact with other character in the same virtual space.

This project required the use of 6D.ai framework, and featured:

  • AR real-time environment meshing;
  • AR cloud relocalization;
  • AR object occlusion;
  • real-world semantic understanding;
  • autonomous agent behaviour;
  • character creation;
  • automated speech recognition and processing;
  • multiplayer system.

I was the Technical Director for the PoC that was developed for the client. Based in Los Angeles, I managed the development of this project, liaising with production, art and technical teams in both US and Europe, was present in technical meetings with the client and assisted stakeholders with product development decisions.