Process

Each case study starts with the constraint that shaped the product.

Networked rigid-body physics

Moving from four players toward eight multiplied the state, not just the headcount.

Problem

Totally Reliable synchronizes real ragdolls, grips, joints, vehicles, and collisions. Moving from four-player toward eight-player online play put twice as many unpredictable rigid bodies inside the same bandwidth and stability budget.

Decision

I used the Gaffer on Games budget: relevant bodies × update rate × bits per update. We applied spatial filtering, lower send rates, delta compression, and quantization, then used interpolation and bounded extrapolation to preserve believable motion between updates.

Build

I led more than five engineers through profiling and implementation. When ordinary debugging stopped explaining failures, I worked with the networking provider, inspected its compiled C++ binary, and traced deallocation defects below our code.

Result

The work protected the physical interaction that made the game distinct as the team moved toward eight-player online play. Totally Reliable shipped across console, PC, and mobile, passed 50 million downloads, and the team cut release cycles from eight weeks to four.

Four Totally Reliable Delivery Service ragdolls hanging in a chain beneath a flying jetpack.
Commands