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      Carlos Hurtado

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Asgard's Wrath 2

AAA VR action RPG shipped on Meta Quest 2/3

Lead Engineer at Sanzaru Games / Meta Reality Labs


For this project I was a Lead Engineer for the gameplay systems team, focusing on performance, gameplay, side missions, save, questing, milestones and many other features. This project was done in Unreal 4 and C++.

Asgard’s Wrath 2 garnered significant acclaim and numerous awards in 2024, including XR Game of the Year at the AIXR Awards, winning multiple honors at the NYX Game Awards (like Best Audio Design & Game Design), and being named Immersive Reality Game of the Year at the DICE Awards.

Asgard’s Wrath 2 received a score of 10/10 from IGN and has a current Metacritic score of 86.

IGN Score


Leadership

  • Managed 5 engineers and colaborated with cross functional partners to align on schedule, direction and quality.
  • Provided interviews, 1:1s and mentorship.
  • Collaborated with directors and Cross functional partners to deliver high quality content.

Technical Contributions

World Management & Optimization

  • Implemented an optimization system based on player location that optimizes Ticks and reduces draw calls. This allows to reduce tick costs to a minimum based on “rooms”. Added visualization and editor tooling.
  • Continued implementing optimized Octree based triggers to replace Unreal Overlaps.
  • Set up a Time Of Day management to deal with lighting scenarios.
  • Optimize several systems, including deferred checks and load-balancing.

Progression

  • Implemented a quest system and supported others like inventory and milestones.
  • Set up a state condition system to allow for progression based actions.
  • Set up a Travel Subsystem to deal with locations, teleportations and player travel (from reloads, or from the map).

Gameplay Features

  • Implemented a Waterworks puzzle, requiring the player to place different pieces to connect water.
  • Implemented an enemy spawner sequencer to allow for spawning waves, with different state-driven configurations for combat.
  • Supported a graph-based waypoint system to guide the player to the next location
  • Added Debug systems to change and view tuning variables in-game.
  • Worked on the Onramp gameplay and new user experience.

Localization and Entitlements

  • Implmented localization scripts and automation
  • Implemented achievements and entitlements


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