I worked across engine and game code on the performance, streaming, memory use, rendering, and platform readiness of SAMSON: A Tyndalston Story. Much of this work involved tracing problems across system boundaries.
My contributions ranged from building runtime systems to profiling and tuning existing ones, adapting engine fixes, and tracking down production issues. The goal was to make a large Unreal Engine world run reliably within the CPU, GPU, and memory budgets of its target platforms.









































