Gameplay Programmer

As Gameplay Programmer, I worked in different areas such as Game Feel, Physics, Camera and AI, focusing more on:

Game feel
One of the most important aspects that we focused on during the development of Darkborn was to give the user a good combat feeling. This involves a good auto-targeting system (invisible to the user), haptic and visual feedback (vibration, stucks, camera shakes) and well implemented opportunity windows (for combining attacks and skills).

Physics
Unreal Engine's Physics simulation is great for some games, but when dealing with lots of enemies (moving, elevating and knocking out them) there are situations where there is no control over them. Because of this, every force applied in Darkborn is internally controlled, avoiding undesired behaviors and giving more freedom to our designers when creating new combat states.