Gears of War 4 was the first sequel in the franchise that was developed by The Coalition instead of Epic Games. Splash Damage was largely responsible for developing the multiplayer component, and porting the title to Windows 10 from Xbox One.
My responsibilities were mixed on this project, as I was transitioned off infrastructure and tooling towards the end of the project life cycle to assist with remaining UI tasks.
Build and Continuous Integration Systems
- Build systems powered by TeamCity.
- Build and automation pipelines for Unreal Engine 4.
- Including "flavoured" build configurations for nightly, multiplayer, single player and complete builds.
- Build pipeline tooling for building content and assets required for Windows 10 title based Universal Windows Platform.
- Backend systems for enhancing Perforce performance, and build infrastructure.
- Implementation of a UFTP backend for fast synchronising of assets and local caching of Perforce workspace data.
- Reducing load on Perforce servers and increasing cache usage.
- Build systems and configurations for daily and nightly builds of the game.
- Integration of Unreal Engine 4's localisation system with game content.
- Automation tooling for generating localisation entries and integrating them as part of builds.
- In-game tooling for managing in-game localisation, including the identification of missing localisation content.
- Visualisations and tooling for localisation and UI teams.
- Debugging and identifying missing localisation entries.
- Diagnosing UI bounding issues with localised strings in various locales.
Windows 10 UI
- Scalable systems for porting UI prompts and interfaces from Xbox One to Windows 10 with keyboard and mouse input.
- Refactoring UI systems developed for Xbox One, for porting to Windows 10.