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Warhammer Combat Cards

Professional experience as a programmer on a live, mobile, F2P collecting card game

Working on combat cards has allowed me to lead feature development, working in client and back-end services on features such as; Wild Cards (a new in game currency), supreme commanders (high end cards with unique gameplay rules), tooling for designers and artists, shop rework, gameplay speed options, battle token system, saved decks, new game mode, gameplay modifiers and much more.
Working in a small studio running multiple projects necessitated me taking technical ownership of Combat Cards as the sole programmer actively on the project. This has given me valuable experience in managing development and delivery of features in a live-ops environment, ensuring a smooth experience for players while also balancing speed of delivery and overall quality. My responsibilities also include delivering builds to iOS, Android and Steam platforms.

Technologies: C#, JS, TS, Python, Unity, NodeJS

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Wild Cards (Client and Server)

A new currency added to the game that needed to integrate with the existing economy, but also add completely new UI flows. This meant integrating with existing code, adding new functionality, all while mainting the ability to configure this feature so it could be tweaked later through data deployments. As the sole programmer I handled the technical design and implementation of the feature, according to requirements set out by our product manager.

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Supreme Commanders
(Client and Server)

Supreme Commanders are unique cards that hit a premium quality bar, with unique VFX, rulesets and customisation options. Developing these required programming their new rulesets, extending the VFX framework to support artists and giving designers the ability to configure them later.

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Tooling (Client and Scripting)

Combat Cards has a demanding liveops schedule, with a number of campaign events happening each week, each being coupled with store promotions. Designers needed the ability to define these events in bulk in a readable format and have data generated according to the logic of how these events should run. This required liaising closely with them, gathering requirements and creating tools that could lighten the work load and enable them to make more interesting content.

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