Ready or Not

An intense, tactical, first-person shooter that depicts a modern-day world in which SWAT police units are called to defuse hostile and confronting situations.

Roles & Responsibilities

  • Lead Programmer

  • Implement gameplay mechanics, systems, and features based on design specifications

  • Optimize game performance for smooth and responsive gameplay across platforms

  • Solving complex and technical issues related to gameplay systems which includes debugging, and troubleshooting from QA

Systems I developed

Systems/Gameplay mechanics that I have developed from scratch for Ready or Not

  • Doors

  • Disarm-able Traps (with wire physics)

  • SWAT AI

    • Fall In System

    • Command Issuing System

    • Threat Awareness System

    • Breach & Clearing System

      • Implemented breaching/clearing behavior that closely match real life SWAT doctrine, along with the guidance and expertise of our on-staff SWAT Officer.

    • Stack Up Behavior

    • Stack Up and Clear Point Generation on Doors

      • Developed algorithms to determine the optimal stack-up positioning to maintain officer safety.

    • Autonomy Feature (auto-completing the mission without player command)

  • Suspect/Civilian Cover Systems

    • Hard Cover

    • Hiding Cover (Closets, Under Bed/Table, etc.)

    • Hole Traversal (Vents, Wall Gaps)

  • Optiwand (a.k.a Mirrorgun). A tactical equipment giving you the ability to look under the door into the room.

  • Scoring System

  • World Data Generation (context useful for AI to navigate and reason about the world)

  • Custom Dev Menu for debugging purposes (in similar spirit to Naughty Dog’s Debug Menu)

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OverThrone