Everland is a Social MMO aimed in reviving the lost genre of social games and the feeling of logging in to hangout with your friends. While Everland will have a various forms of progression, theres no fear of falling behind and being unable to play with others..
Everland Aims at recapcturing the social aspect of games with systems designed around player interaction. It allows players to engage with others in minigames in each zone or participate in open world activities and gives them the ability to Collect special outfits, cosmetics, and super rare items then show them off. Everland allows you to mmerse yourself in the world as you quest to learn secrets and earn special rewards. Player housing will allow you to decorate your apartment with your collection of furniture, or upgrade to a house or mansion
Role Within Everland
Senior Programmer(Remote)
Senior Programmer responsible for developing and bulding pipelines for iOS and Windows platforms. Managed game deployment ensuring high product quality. Contributed to key decision making for game designs and other processes.
Successfully built a cross-platform massively multiplayer online role player game (MMORPG), Everland, with a new remote team from scratch, including character customization, housing customization, pets, mounts, and dozens of mini-games.
Designed and implemented complex gameplay mechanics including vehicles, graphics settings, UX scaling with multiple resolutions, custom character and input controllers, and integral features such as chat moderation.
Maintained the version control server and handled permissions and GitFlow.
Deployed a stress test demo for the game with over 100,000 sign-ups and 20,000 active users.
Created and implemented new advanced tools critical to production.
Resolved complicated issues that arose in creating the MMO for scaling on mobile and PC platforms while maintaining high performance.
Improved processes, workflows, and efficiency by working across multiple departments to complete projects on time.
Developed a new and customized .NET back end infrastructure and implemented it into the front end service with abstractions.
Spearheaded the creation of advanced systems for mapping art and collaborated with the Art Department for implementation on the engine.
Gained expertise in all key aspects of in-engine animation and mapping including collision and layer hierarchy in a two-dimensional (2D) environment.