Gameplay Programming Patterns
Either you are creating a small or a big game, a racing game or a shooter, there are some common patterns in gameplay programming.
This presentation will help you to discover them and show you how to make the most of it.
The session will present solutions for data structures, data design, resource management, using a physics engine, logic patterns, and interconnections between systems.
You will find the answers to problems like:
• How to design the code and data to improve the work on new gameplay features?
• How to create designer-friendly control of the feature?
• How to solve common issues with gameplay physics?
In this talk, Bartlomiej Waszak will bring his experience in creating robust solutions for gameplay programming.
This presentation is intended for beginner to intermediate level programmers.
However, everyone interested in hearing a comprehensive view of gameplay programming techniques will benefit from this presentation.
Bartlomiej is a senior software engineer at Respawn Entertainment.
He worked on multiple top-selling and award-winning games like Star Wars Jedi: Fallen Order, Assassin’s Creed Origins, Assassin’s Creed Syndicate, and Rainbow Six Siege.
In the past, he was a lead programmer for such games as a first-person shooter Alien Rage, and a mobile title I Must Run! – one of the winners at Nokia Calling All Innovators.
He also created a world editor, a physics system, and animation tools for indie engine called Argon.
Overall, he has 18 years of professional experience and 17 games published on his track so far.
Bartlomiej was a speaker at Game Developers Conference 2020, East Coast Game Conference 2017 and 2018, Montreal International Game Summit 2016 and 2017, Digital Dragons 2016, and presented his work at i3D Symposium 2015.