Gears of War 4 was the first sequel in the franchise that was developed by The Coalition instead of Epic Games. Splash Damage was largely responsible for developing the multiplayer component, and porting the title to Windows 10 from Xbox One.
My responsibilities were mixed on this project, as I was transitioned off infrastructure and tooling towards the end of the project life cycle to assist with remaining UI tasks.
Build and Continuous Integration Systems
- Build systems powered by TeamCity.
- Build and automation pipelines for Unreal Engine 4
- Including "flavoured" build configurations for nightly, multiplayer, single player and complete builds.
- Build pipeline tooling for building content and assets required for Windows 10 title.
- Backend systems for enhancing Perforce performance, and build infrastructure.
- Implementation of a UFTP backend for fast synchronizing of assets and local caching of data.
- Build systems and configurations for daily and nightly builds of the game.
- Integration of Unreal Engine 4's localization system.
- In-game tooling for managing in-game localization, including the identification of missing localization content.
- Visualizations and tooling for localization and UI teams.
Windows 10 UI
- Scalable system for porting UI prompts and interfaces from Xbox One to Windows 10.
- Refactoring UI systems developed for Xbox One, for porting to Windows 10.