DREAMWORLD
DREAMWORLD





Due to the ongoing nature of this project, the information I can provide is restricted.
Due to the ongoing nature of this project, the information I can provide is restricted.
ABOUT
> STUDIO SIZE: 20
> MARKET: WORLD WIDE
> POSITION: SENIOR GAME PROGRAMMER
> WORK TYPE: REMOTE
> STUDIO LOCATION: CALIFORNIA / USA
As a senior game programmer, my primary responsibility was to enhance and refine the gameplay. Upon joining the team, I made significant improvements to several aspects including:
Farming systems
Movement, climbing, and other related mechanisms
Character development system
Fundamental RPG mechanics
Combat
... among other things.
FARMING
I laid the groundwork for expansive farming in an endless world, allowing users to cultivate between 12 to 20 different plant varieties and harness increased power from them.
There is no limit of a farm.
MOVEMENT
In Dreamworld, being an MMO, animations largely serve a decorative purpose. The crux of the experience lies in the gameplay. With that perspective, my primary responsibility was to refine and enhance our movement system within a span of two weeks.
PERFORMANCE
I've dedicated significant time and effort into enhancing Dreamworld's performance. Managing a vast, endless world using client-side voxels presents considerable challenges, but it's a task I've been deeply involved in. The intricacies of such a system require a nuanced approach, and through rigorous optimization techniques, I've been striving to make the experience seamless for users.