Triad of Valor
3D co-op action RPG in Unreal Engine 5 — battle together in real-time.
- Optimized GPU rendering time from 40ms to 23ms (42% reduction) by profiling via Unreal Insights and fine-tuning Lumen and Virtual Shadow Map (VSM) parameters.
- Architected a data-driven enemy variation system using DataTables and OnConstruction scripts, reducing manual blueprint iteration time by 90%.
- Developed and integrated p4bot (Discord-Perforce bridge) to eliminate workflow bottlenecks caused by invisible file-locks; provided real-time visibility saving each member 15+ minutes daily.
- Resolved intermittent race condition crashes in event delegate binding through defensive coding and synchronized cleanup.
Technical Deep Dive
GPU Bottleneck Diagnosis (40ms → 23ms)
My contribution focused on GPU profiling and rendering tuning in dense combat scenes where frame time hit 40ms. Using Unreal Insights, I identified Lumen/VSM-heavy passes and validated settings such as Lumen Downsample Factor 16 and VSM Ray Count 4, helping bring the target scene down to 23ms (42% improvement).
Network-Authoritative Combat
I contributed C++ gameplay-side support for multiplayer combat reliability, including Blueprint-to-C++ migration work on stamina/hit processing and RPC-timed hit validation hooks used in server-authoritative combat flow.
Data-Driven Enemy Variation
I implemented and maintained the enemy-variation pipeline using Unreal Data Tables and OnConstruction scripts, enabling designers to tune scale/stats/material values in-editor without repeated code rebuilds.
DevOps: p4bot Workflow Automation
Developed p4bot, a Discord–Perforce bridge, to solve the ‘invisible file-lock’ problem caused by school IT restrictions. Real-time exclusive-lock notifications and the /canwork slash command saved each team member an average of 15+ minutes of idle time daily.