frederic villain

You are here: Home » Portfolio » Tom Clancy's Ghost Recon AW
Friday, 18 Aug 2017

Summary:

In 2013, the U.S. Army will implement the Integrated Warfighter System (IWS), evolving what we know as the modern soldier. IWS combines advanced weapon systems, satellite communication devices and enhanced survivability into one fully integrated combat system. The IWS program has been developed to meet these new threats head on. Now, it can be tested on the battlefield. Following an insurgence in the heart of Mexico City, the U.S. Army's most elite Special Forces team is deployed to the center of the conflict to regain control of the city. Greatly outnumbered but fully equipped with the IWS, this elite team is the first and last line of defense on the battlefield. They are the "Quiet" professionals. They are the Ghosts. Gain access to the future of military technology. Using a fully integrated combat system with cutting-edge weapons and revolutionary communication systems, gamers embody the soldier of the future. Based on actual U.S. Army research, the Ghosts give gamers a realistic view of how war will be fought in the next decade.

Developer:
Genre:
Technology:
Platforms:

Ubisoft Shanghai
Tactical Shooter
Unreal

Contribution to the project:

This was my first project in Ubisoft Shanghai, I was working as a Senior Software Engineer on the project, and for the relatively short period of time of 4 months. The engineering team was small and our mission was to port the XBox version to the PS2.

My first task on the project was to optimize the memory usage to fit the console constraints. I worked on optimizing the data structures of all the assets, as we did not have the man power to optimize the assets themselves. I then optimized the data structure of the low level systems of the engine.

After this I became responsible for the debugging of the collision system. There were big issues with the BSP, and asside from debugging those issues, my role was also to communicate with the Level Designers on the best practice and how to fix specific collision issues in the levels. Another major issue with the collision system was related to precision, and finally solving this issue also increased our memory budget.

Game Trailer: