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BulletFarm (NetEase)

I worked as a Technical Designer and Product Owner for AI and Enemy Combat. We were working on a Co-op FPS - kind of like Dark Souls meets Call of Duty. Below are a handful of videos that cover most of the work that I did at the studio.

Please email [email protected] for the password. If you have a password, all videos unlock using the same one.

60 Second Reel

This is a quick overview of the enemies and abilities that I built while at BulletFarm. All footage for this video is taken directly from working builds played through Steam

Hag Boss Fight

The main story mission for our prototype ended with a, roughly 30-minute long, three phase boss fight. This video cuts all that down to about two minutes, focusing on the different Abilities and Behaviors that I built for the boss. The footage is cut from a single playthrough using a working Steam Build and it shows most of the big moments from Phase 1 and Phase 2.

Missing from this video are details on the two dozen Behavior Tree Tasks, 10 or so Environmental Query System Tests, Unreal Subsystem, and the handful of other gameplay class that I built using Blueprints and C++ in order to make this happen. But if you'd like to hear more about that, please feel free to reach out. I'd be happy to walk you through my work.

Human Combat Tech

Mixing it up, the above video uses almost all footage from 'in-engine' tests. Along with the creatures I built at Bulletfarm, I also built firearm and machete wielding Human NPCs. This video covers a few of the tools and features I built for them. Notably absent are the Spawning and Patrol Systems that I built. It was difficult to cover those in a quick video. 

Vargr Fight

The Vargr is another Creature that I built. This was a much smaller task than the above, Hag Boss. But I really enjoyed working on it and the footage is really fun. So I guess this video is mostly for me.

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