Mighty DOOM – Alpha Dog Games (Bethesda)
A fast-paced, top-down shooter set in the DOOM universe, released for iOS and Android in 2023.
Note: With Microsoft’s closing of Alpha Dog Games, Mighty DOOM has since been removed from storefronts.
Lead Gameplay Programmer: Lead the gameplay team throughout live-ops on monthly “Seasonal” content updates and events, post-launch, as part of “live-ops” development. Worked closely with production other leads to plan out future content and improvements to the project.
Weapons & Abilities: Worked on unique weapons and “Ultimates”, such as the Gauss Cannon, Pistol, and the legendary BFG. Worked closely with design to balance and iterate weapons based on player feedback and telemetry. Designed and developed various gameplay abilities, including weapon and slayer-specific abilities
Bosses: Developed the “boss glory kill cinematic system” to enable artists/animators to quickly create new, beautifully-gory Glory Kills independently. Developed the boss intro cinematic system, as well as a “director” system to allow designers to create cutscenes to begin including game narrative.
Assassin’s Creed Rebellion – Ubisoft (Halifax)
A strategy RPG action game with base building elements, released for iOS and Android in 2018.
Note: This project was originally developed by Behaviour Interactive for Ubisoft, and was handed off to Ubisoft Halifax post-launch to handle the game’s live-ops.
New Assassins: Aided in the design and development various new assassins, each featuring unique weapons and abilities, such as Bayek and his then-unique bow and arrow weapon and skills.
Events & Modes: Aided in the development of the highly-anticipated 5th region of the game, a major expansion to the game’s main content. Developed additional challenges and modes for new and future events.
Base Building: Improved performance and stability in the “villa”, the base-building area of the game. Aided in the design and development of new rooms for players to unlock and build as they continue to progress through the game.
Tom Clancy’s ShadowBreak – Ubisoft (Halifax)
A single and multiplayer strategy shooter blending first person shooters with tower defence mechanics, released in 2017.
Note: Ubisoft sunset the game a year following its initial release.
Scripted Sequences: Partnered with designers to develop and iterate on a scripting tool to allow designers to create cinematics for single-player. Added new types of scriptable triggers and cinematic actions for single player story beats and key moments, and helped port the tool to multiplayer.
Signs & Feedback: Partnered with designers and creative leads to improve signs and feedback and UX throughout gameplay using updated UI, added VFX and SFX triggers, cinematic sequences to highlight key moments, and more.
Multiplayer Units: Worked on new unit types including a drone operator with unique drone-based pathing and behaviours, a cloaking unit with unique pathing and targeting, and various units used to buff and debuff squads on the field.
About Me
I'm Alex, a gameplay programmer with over a decade of experience making games. I love crafting fun, mechanics-driven experiences and bringing ideas to life. Lately I’ve been advising other teams while working on my own projects, like Rogue Cell, and building my indie studio, Maplelike Games.
I'm currently looking for new opportunities. If you're interested in working together, feel free to reach out using the links in the footer below!