Packet Patrol
Project Summary
We created "Packet Patrol" for the SRE team at Walmart in just two days. This game was designed to simulate the detection and containment of web packet anomalies. We engaged in a collaborative effort with the SRE team to ensure that the game met their needs and requirements. In a fast-paced three-day game jam, my colleague and I successfully delivered a working prototype of the game, which we presented to an engineer and department lead.
We also created a slideshow presentation on our development process as well as the benefits of creating a gaming department within Walmart. Our efforts garnered the attention of the SRE team at Walmart, and they've expressed interest in adding more features. We have since added a multivariate mode to complement the single variant mode.
Overall, I am proud of our work and thrilled to have played a key role in bringing this project to fruition. It was a rewarding experience to collaborate with a major corporation and to showcase the value of gamification in corporate settings.
Tools
Development: C++, Unreal Engine
Platforms
Windows PC, Mac
My Role
In my role as the lead developer for Packet Patrol, I set out to create a game that harmoniously merged technical precision with captivating gameplay. I designed an innovative music-reactive spawn system using a beat matching algorithm to synchronize the appearance of anomalies and good packets with the music’s rhythm, enhancing the game’s immersive and dynamic environment. Additionally, I developed a sophisticated streak and spawn frequency mechanism that revolutionized difficulty scaling, rewarding players for flawless execution and rhythm precision to maintain their engagement and challenge. My commitment to user experience led me to craft a responsive level system and integrate interactive features like a dynamic HUD and contextual actions, making the gameplay more intuitive and engaging. Collaborating closely with the SRE team, I ensured the game met their specific requirements by balancing technical functionality with user-friendly design.
Challenges & Learnings
Challenges
Simulating Real-World Packet Anomalies: Designing a system that accurately represented irregular data patterns was a significant challenge. I had to ensure anomalies appeared organically and unpredictably while maintaining gameplay balance.
Dynamic Difficulty Scaling: Implementing mechanics like the streak system and spawn frequency adjustments required careful planning to ensure the game progressively challenged players without becoming overwhelming.
Synchronizing Gameplay with Music: Developing the music-reactive spawn system involved using beat-matching algorithms and Perlin noise to spawn anomalies in sync with the music, adding immersion without disrupting flow.
Balancing Engagement and Complexity: Introducing gameplay elements like lasers for anomaly detection, health systems, and interactive power-ups required careful integration to ensure mechanics were engaging yet intuitive.
Learnings
Combining Mathematics and Design: I applied linear algebra and vector mathematics to simulate packet movements and interactions, gaining hands-on experience in applying theoretical knowledge to practical design.
Algorithmic Implementation: Leveraging music information retrieval algorithms and procedural generation principles enhanced my understanding of dynamic systems and their role in gameplay immersion.
Gamification Principles: Through mechanics like anomaly containers and health systems, I learned how to drive player progression, replayability, and user satisfaction using structured feedback loops.
Iterative Development: Testing and refining systems like the conveyor belt simulation and laser-based anomaly detection taught me the importance of iteration in balancing user experience with technical accuracy.
Solutions
Developed a Music-Reactive Spawn System:
Utilized a beat matching algorithm to synchronize the appearance of anomalies and good packets with the rhythm of the music.
Enhanced the immersive quality of the game by creating a dynamic and responsive environment for players.
Orchestrated Difficulty Scaling Mechanisms:
Created a sophisticated streak system and spawn frequency mechanism.
Transformed difficulty scaling by rewarding players for flawless execution and rhythm precision, fostering a more motivating and engaging experience.
Enhanced User Experience through UI Programming:
Designed a responsive level system that adapts to different gameplay scenarios.
Integrated interactive features such as a dynamic HUD and contextual actions, resulting in a more intuitive and immersive gameplay experience.
Collaborated Closely with the SRE Team:
Worked in tandem with the SRE team to ensure the game met their specific needs and requirements.
Balanced technical functionality with user-friendly design to deliver a product that was both effective and enjoyable.
Applied Complex Algorithms and Design Principles:
Leveraged my knowledge of linear algebra, 3D vectors, and custom data structures to solve intricate technical challenges.
Implemented breadth-first search algorithms to manage complex data flows, ensuring accurate detection and containment of packet anomalies.
Outcomes
This project not only demonstrated my ability to implement complex algorithms and design principles but also highlighted my dedication to creating impactful and engaging software solutions.
Development Story Video
Understanding concept of Web Packet Anomalies
Design Process
Designing the mechanics
Vegan Zombie Crop Apocalypse
Project Summary
Vegan Zombie Crop Apocalypse is a fast-paced action-survival game created in just two days for a game jam, where players take on the role of a farmer defending crops and feeding their wife amidst a vegan zombie apocalypse. Players must harvest vegetables while fending off relentless waves of vegan zombies with precise headshots—the only way to stop them. The game introduces strategic challenges as the wife’s hunger bar depletes rapidly, requiring players to balance defense and harvesting. High-value crops like pumpkins and cabbages provide more nourishment, but if left unharvested for too long, they despawn, adding urgency and complexity to the gameplay.
Project Trailer
Tools
Development: C++, Unreal Engine
Platforms
Windows PC, Mac
My Role
As the sole programmer and technical lead, I developed the game mechanics and implemented core systems to deliver a polished experience within the tight two-day timeframe. Leveraging Unreal Engine 5, I created a custom dismemberment system, incorporating advanced animation techniques like state machines and resolving technical challenges such as gimbal locking and Euler angle conflicts. I applied principles of linear algebra and event-driven programming to ensure smooth gameplay and designed responsive zombie AI to maintain the game's intensity. This project highlights my ability to rapidly prototype, solve complex technical challenges, and deliver an engaging and fully functional game under extreme deadlines.
Challenges & Learnings
Balancing Gameplay Mechanics and Fun
Developing a unique gameplay system in Vegan Zombie Crop Apocalypse presented challenges in balancing farming and combat mechanics. Zombies needed to target crops intelligently while ensuring the player had opportunities to defend and harvest effectively. This required fine-tuning AI behaviors to prioritize nearest crops and implementing a wave-based spawning system to gradually scale difficulty.Learning: I deepened my understanding of AI behavior trees and wave-based systems in Unreal Engine, refining enemy targeting and spawn frequency to balance tension and engagement.
Realism in Combat Systems
Implementing realistic weapon systems, like shotguns with damage fall-off calculations, required precision. I had to use parabolic formulas to calculate damage based on player distance while ensuring seamless integration with the animation and hit detection systems.Learning: I gained experience in applying mathematical formulas (e.g., parabolic curves) and optimizing combat logic to deliver a polished and engaging player experience.
UI/UX and Feature Scalability
Designing an interactive HUD for dynamic elements such as ammo counters, health bars, and the new recipe system posed challenges in maintaining clarity and responsiveness during intense gameplay. The recipe system required tracking ingredients dynamically and providing real-time feedback.Learning: I strengthened my skills in creating responsive UI systems and implementing event-driven designs to handle live updates, ensuring clear communication of progress and objectives.
Performance Optimization
With growing complexity, including hordes of zombies, interactive environments, and new visual effects like day/night cycles and teleport VFX, maintaining performance and frame rates became a challenge.Learning: I learned to optimize asset management, implement LOD (Level of Detail) systems, and refine blueprints to reduce resource overhead without compromising visuals or gameplay.
Solutions
AI-Driven Crop Targeting and Wave Systems
Implemented an intelligent crop-targeting system where zombies prioritize the nearest crops, forcing players to strategize crop placement.
Designed a wave-based spawn system that progressively scaled the number and type of zombies, balancing challenge and engagement.
Realistic Combat Mechanics
Used parabolic equations for shotgun damage fall-off, ensuring smooth scaling of damage based on distance.
Added weapon upgrades (e.g., reload speed, damage boosts) to maintain player progression and combat satisfaction.
Dynamic Recipe and UI Systems
Built a recipe system that generates random tasks, dynamically updates progress, and rewards players upon completion, enhancing replayability.
Designed responsive UI widgets for health bars, ammo indicators, and live ingredient tracking using 3D widgets for better in-world interaction.
Optimizing Gameplay Performance
Integrated LOD optimization for assets, streamlined blueprints, and reduced redundant calculations to maintain performance during heavy gameplay moments.
Added scalable day/night cycles and teleport VFX with minimal performance impact, enhancing immersion while preserving stability.
Improving Player Quality of Life
Addressed player feedback by adding intuitive features like ammo pickups, pause menus, and QoL changes (e.g., ensuring crops don’t despawn in the bucket).
Updated UI themes and visuals to align with a more serious, polished tone, enhancing overall game presentation.
Outcomes
The development of Vegan Zombie Crop Apocalypse resulted in a polished and immersive gameplay experience, balancing strategic crop management with engaging combat. Intelligent zombie behaviors and wave-based systems provided dynamic challenges, while realistic weapon mechanics and a dynamic recipe system added depth and replayability. Optimized performance through LOD systems and streamlined blueprints ensured smooth gameplay, even during intensive sequences. Player feedback drove key improvements, such as ammo pickups, a pause menu, and enhanced UI, making the game intuitive and enjoyable. The final product delivered a scalable foundation for future expansions, showcasing a seamless blend of creativity, technical expertise, and user-focused design.
DevLog
4/16/23
Added money system
Fixed various player blueprint bugs
Updated shotgun feel
Added money gain sfx & vfx
3/19/23
Added rough gameplay trailer
Shop teleport VFX
Added dynamic recipe UI for buffs
Added pause menu
Randomized buffs for completing recipes (movespeed & money)
Revamped shotgun with realistic spread
2/1/23
Added brand new shop custom designed and built
Added teleport to and from shop through truck
Added money system when vegetables are thrown into truck
QOL change so that vegetables don’t de-spawn in the bucket
Minor bug fixes to recipe system
1/18/23
Created recipe system that generates random recipes for the player to follow and it will be printed in yellow
It keeps track of what ingredients the player has collected and compares them to the recipe. The current status of the recipe map which is updated every time the player brings back ingredients is shown in red text
If the player has collected all the ingredients needed for the recipe, the system will update the game accordingly
This system adds more replayability to the game by creating new recipes for the player to follow each time they play
1/16/23
Better aim detection system
Fixed zombie hitboxes
Zombie health bar widget setup
Hooked up live vegetable count code to 3d widget
1/15/23
Added settings menu with functional graphical changes
Adjusted zombie hitboxes
Added zombie health system (100 Health)
Shotgun damage range calculations (100 dmg at 0 range, dmg drop-off for over 50ft)
damage = 100 * (1 - (distance / 50))^2 if distance <= 50
damage = 5 if distance > 50
This formula uses the player's distance from the zombies to calculate the damage dealt, with the maximum damage of 100 being dealt at a distance of 0 feet, and the minimum damage of 5 being dealt at a distance of 50 feet or greater. The damage dealt decreases smoothly as the distance between the player and the zombies increases, following a parabolic curve.