frederic villain

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Tuesday, 17 Oct 2017

Summary:
2011 - 2014. The world enjoys an unprecedented era of peace as enhanced defense technology eliminates the threat of nuclear war. But can it last? 2020. Constant depletion of resources has international tensions at a breaking point. One spark will ignite what no one thought could happen...a third and final world war. Strategy for the next generation: EndWar promises to redefine strategy gaming. Designed for next-gen consoles EndWar creates a theater of war, immersing you in the drama of World War III in a way you never thought possible. Fight For Your Nation: Pick a side US, Europe, Russia - the fate of the world is in your hands. If you don't step in to save your homeland, who will? EndWar can be played almost entirely via voice command.

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Platforms:

Ubisoft Shanghai
Real-Time Strategy
Unreal


Contribution to the project:
At the beginning of the project and for almost 2 years I was a Senior AI Engineer in the AI team. The team was in charge of all the AI and the gameplay features of the game.

During this time I worked on various core AI systems:
One of the systems I first implemented was a Task Manager which was used by various sub-systems (Line Of Sight, Collision Detections, Dynamic Covers, etc...) to balance the load on the CPU. Because the game was managing hundreds of individual agents, many sub-systems needed to share CPU resources in order to allow accurate results with good performances.

I then implemented a Dynamic Cover System in Large Scale Environments, where each individual agent could evaluate its current level of cover as well as use this data to estimate the best position to stand. This system was completely dynamic as most of the geometry could be destroyed during the game session.

Leveraging the Task Manager I also implemented an Accurate Line of Sight System in Dynamic Environments where each individual agent could spot any other agent in the game, while the environment could be destroyed dynamically.

Another major task was the implementation of a Synchronization System used by the AI agents (humans and vehicles) and the camera system to create Close-up Cinematic Moments on the Battlefield as well as elaborate cover and shoot patterns for the infantry.

At this point and because there was still a lot of work to be done on all the feedback systems and the UI in general (the Frontend, In-Game HUD and In-Game Menus), I was put in charge of the UI team as a Lead UI Engineer for about 9 months. During this time I worked closely with the Creative Director, the UI Art Director and the UI engineers to make sure all remaning aspects of the UI were implemented according to our Quality Standards.
 
Finally once the game was released, I was the Lead Software Engineer in charge of the Post Launch for the XBox 360 version for 3 months. With the rest of the Post Launch team I worked on the Balancing of the Massive Multiplayer Online Campaign.

Game Trailer: