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Wushu Studios, contracted by Undead Labs (Microsoft) · 2023–2026

State of Decay 3

This project is still under NDA, so everything below is deliberately genericised, no specific features named. It's been a huge undertaking, with issues that can crop up in more places than you'd expect.

  • C++
  • Unreal Engine 5
  • Perforce
  • Gameplay Systems

Movement & Transitions

A large part of my work centred on rotations and transitions, keeping motion smooth across a huge range of situations. Any jitter or hitch was mine to track down and sand away, with quaternions used throughout to avoid gimbal lock.

Gameplay footage courtesy of GameSpot.


Physics & Engine Foundations

I contributed broadly to the physics systems and nativised Blueprint logic into C++ for performance. I also helped expand core Unreal Engine fundamentals for the team, such as primary data assets for designers, and used ImGui extensively for in-game debugging.


Input & Data-Driven Tuning

I handled some input and wired it through into the physics systems. Most of the behaviour is exposed to designers as data rather than hardcoded in C++, and I built debug tooling to visualise and tune it live, which made tracking down unwanted results far faster than guesswork.

Gameplay footage courtesy of GameSpot.


This is active work for Undead Labs, so I'm keeping things vague until the NDA lifts, at which point a fuller write-up goes here. Happy to talk through the systems at a high level in the meantime.

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