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Warhammer Online: Age of Reckoning

Overview
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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
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Client Feature Development
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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
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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
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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
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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
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Authored technical design documents for features I implemented, establishing clear specifications before implementation.


Technical Stack
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ComponentTechnology
Game EngineC++, Gamebryo
UI/ScriptingLua
ToolsC++

Career Foundation
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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
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C++ Lua UI Development Tools Development Localization Technical Documentation