Destruction AllStars
Destruction AllStars was my first project as a junior programmer in the industry. I was employed by Wushu Studios, which was contracted by Lucid Games to help build the game. I don't have access to the source, so this page covers what I worked on rather than a full code breakdown.
Creative Mode: Object Placement & Lifecycle
My primary focus was creative mode, built in Unreal Engine C++. I worked mainly on objects and how they were placed: managing the lifecycle of objects as they were spawned, edited, and torn down both in and out of creative mode, so custom maps could be built and then tested.
Unfortunately, most of creative mode was put on hold and eventually discarded as the project's priorities shifted, and I moved on to more critical work ahead of release.
Multiplayer Debugging
As the team pushed toward release, I helped debug multiplayer issues, which involved running custom builds and servers to reproduce and track down networking bugs.
Badge & Achievement UI
I was also in charge of the UI for the game's badges and achievements.
This was industry work for Lucid Games via Wushu Studios, so I can't share source or go much deeper than what's above, but I'm happy to talk through the creative mode and multiplayer debugging work in more detail if you're curious.