• Home
  • About
    • Carlos Hurtado photo

      Carlos Hurtado

      Let's see what we can do here.

    • Email
    • Twitter
    • LinkedIn
    • Instagram
    • Github
  • Game Development
  • Learn More
  • Art
  • Thoughts
    • All Posts
    • All Tags
  • Contact

Unannounced Big IP VR project

AAA VR title under NDA - Technical Lead Manager at Sanzaru Games / Meta Reality Labs

For this project I was the technical lead manager for the gameplay systems group. I managed 5 people, working on systems, missions, architecture and infrastructure. The game was being developed in Unreal 5 and C++.


Leadership

  • Managed 5 engineers and colaborated with cross functional partners to align on schedule, direction and quality.
  • Interviewed engineers and provided mentorship.
  • Provided performance reviews, and biweekly 1:1s directed to grow skills and improve career.

Technical Contributions

Progression and Level Building

  • Created a new visual flow based progression system, with save interdependencies.
  • Created a Story Graph in Unreal, allowing for shortcuts to any asset, script, and progression point in the game. This is the source of a shortcut system to allow users of the system to access any progression point in the game, including location, state machine state and save point.
  • Architected in collaboration with a Senior Engineer a Level manager to replace Level Blueprints that was level independent, message based and compatible with World Partition.

Gameplay

  • Created a visual camera system for cinematic visualization of the character.
  • Created a Holdable spawner, using a system to place grabbables in the world with multiple configurations for respawning, despawning, baked lighting, and asynchronous asset loading.

Tools and acceleration

  • Created Scriptable tools in UE5 to accelerate the narrative team and level designers, allowing them to create interdependent assets in 1 click via an unreal tool.
  • Created interactible unreal tools to draw special splines for traversal purposes in the editor.
  • Created a visual “state” of the game HUD system to visualize state, narrative, progression, location and others in order to debug problems fast.

Optimization

  • Worked on support World Partition and Level streaming, supporting fixes of level instancing compatibility for cinematic assets.
  • Optimized CPU cost by looking at Unreal Insights and fixing or provided suggestions to remove unnecesary costs.


SanzaruSanzaru GamesGame DevelopmentOculus Share Tweet +1