Hogwarts Legacy
Gameplay Engineer
Overview
I worked within a large codebase under the lead of Mission Systems to help build the game's initial mission framework — the underlying system that mission designers would build every quest on top of.
Tooling
The core of my contribution was a custom Unreal Engine 4 editor tool, built with Slate and C++, that connected the game's databases directly to its gameplay systems. Getting it right took real collaboration — I had to understand how other teams actually worked before the tool could fit their workflow.
The result gave mission designers the ability to create missions, play-test them instantly, and file asset requests to other departments without leaving the editor — with automatic syncing back to JIRA so nothing fell out of the loop.
Other Contributions
- Helped integrate and implement NavPower, a navmesh and AI pathfinding middleware, into the existing engineering framework.
- Wrote supporting scripts to generate header files from the SQL database, customize editor detail panels, and integrate with the JIRA API.
