Wayfinder

Gameplay Programmer, Airship Syndicate, Mar 2021 – Current

Wayfinder is an online multiplayer Action RPG, released on Steam, PS5, and Xbox. It went through an early access process for its last year of development, and of particular note, was originally built as a Games as a Service model with large scale multiplayer, and was wholly reworked into an up to 3 player coop game with all microtransactions removed following a change in publisher over early access.

I worked on Wayfinder at Airship Syndicate for over 3 years as a Gameplay Programmer. Due to the small size of the engineering team, I was brought on to focus specifically on player gameplay and own our Gameplay Ability System implementation. I worked on every single aspect of player gameplay, as well as helping out with related systems such as inventory and talent systems, and iterated on those systems during the entire production and early access lifecycle of the project, effectively leading engineering development for gameplay. This is by no means everything I worked on, but some highlights for me include:

  • Player-specific enemy dynamic stat scaling systems
  • Difficulty levels that could globally scale enemy stats on the fly
  • Client hit detection and Server hit verified hitboxes and targeting
  • Player shooting and gun gameplay
  • Modular, upgradeable character and weapon abilities
  • Input action stacking that worked with designer defined animation windows
  • Impact system that supported various armor levels, hit types, and other situational states for playing directional flinches and stagger animations
  • Damage and healing pipelines, including hit feedback and flytext
  • Death loop, including a down-but-not-out system, revival, checkpoints, and respawning
  • Inventory loadout system for persisting appearance and equipment data across 8 different playable characters
Wayfinder is my largest, most ambitious project by far, and it involved me taking on a lot more responsibility from an engineering perspective than I had on prior projects. I had to become the subject matter expert and point of contact for all aspects of gameplay, and in order to accommodate the large scope of the project, I focused my efforts on making reusable tech and tools for designers to implement content. We used Unreal Engine’s Gameplay Ability System plugin, which I had prior experience with, as the main driver of gameplay, as I felt strongly that it empowered designers to script content for networked gameplay while on the engineering side we could focus on maintaining tools or coding pipelines to support them. Given my role, I frequently spent a lot of time talking to other disciplines, spreading awareness of the tech we had developed, reviewing code and scripted content to make sure that it followed established patterns, and generally making sure that the lines of communication between gameplay engineering, design, and art were strong and built on mutual respect and understanding.
 
In the final year of development before full release, we decided to pivot the game away from the dedicated server and microtransaction based model that it was built as, and focus on a game that you could buy once, play in perpetuity either in single player or with player hosted lobbies, and unlock everything without spending additional money, as we felt that was what was fair to our fans. I was fairly important to that effort, and in the course of 3 months, I was responsible for completely reworking our stat scaling system to adapt to each player’s level, reworking the loot system to drop loot at each player’s level, (replacing the previous system where weapons were either bought with real money or painstakingly crafted), creating difficulty modes, and many other smaller adjustments to completely overhaul the game.
 
Overall, Wayfinder was the project where I came into my own as a gameplay engineer. I had some truly wonderful teammates and mentor figures both in the engineering team and among the design and art teams, and I feel like this is where I truly learned how to architect gameplay on a broader scale, having true ownership over the code. I learned so much about networked gameplay and the importance of prediction in making gameplay feel good in multiplayer. This project really instilled in me the nature of games as a collaborative art piece, and I strove to both learn from and teach everyone around me. Solid communication was absolutely the most important thing that led to success on any feature, and I am immensely proud of what we were able to accomplish.