Overview#
Warhammer Online: Age of Reckoning was a massively multiplayer online game focused on large-scale realm-versus-realm combat. It pushed the boundaries of what was possible with hundreds of players battling simultaneously.
Platform: PC
Role: Software Engineer I
Studio: Electronic Arts — Mythic Entertainment
My Contributions#
Client Feature Development#
As an early-career engineer, I implemented client-side features that shipped with the final product.
Feature work included:
- Gameplay feature implementation
- Client systems development
- Bug fixing and polish
Art Tools Development#
I created and updated tools used by the art team for content creation.
Tool improvements:
- Workflow optimization for artists
- New functionality based on team needs
- Integration with existing pipelines
UI Development#
I worked on user interface systems supporting client features.
UI work:
- Implementing UI for gameplay features
- Lua scripting for UI behavior
- Integration between game systems and UI layer
Localization#
Contributed to the localization framework enabling the game to ship in multiple languages.
Localization work:
- Text extraction and replacement systems
- Support for multiple character sets
- Testing and validation across languages
Technical Documentation#
Authored technical design documents for features I implemented, establishing clear specifications before implementation.
Technical Stack#
| Component | Technology |
|---|---|
| Game Engine | C++, Gamebryo |
| UI/Scripting | Lua |
| Tools | C++ |
Career Foundation#
Warhammer Online was my first professional game development role. It established fundamentals I’ve built on throughout my career:
- Working within large, complex codebases
- Collaborating with artists, designers, and other engineers
- Shipping under deadline pressure
- The importance of documentation and clear communication
Skills Demonstrated#
C++ Lua UI Development Tools Development Localization Technical Documentation