Engineering Game Design
Gears of War — The Coalition
Building core gameplay systems and design-facing Blueprint tooling for an Xbox Game Studios franchise.
- Company
- Globant, embedded with Microsoft / The Coalition
- Role
- Unreal Game Developer
- When
- Aug 2023 – Jan 2024
- Tech
- C++, Unreal Engine 5, Blueprints
The problem
A five-month embed on an active AAA production (Gears of War, at The Coalition under Microsoft) is a short window to be useful on someone else’s codebase and someone else’s conventions. The job wasn’t to redesign anything — it was to ship game systems that held up under production pressure, and to make the designers around you faster without becoming a bottleneck yourself.
What I built
- Developed and implemented game systems in Unreal Engine 5 for an active AAA title.
- Built Blueprint nodes that exposed core C++ functionality to designers and producers directly — letting them iterate on gameplay without waiting on an engineer for every small change.
- Took ownership of workload estimation and task allocation for the systems I was responsible for, keeping delivery aligned with project milestones.
- Went back into existing systems to improve error handling and code quality, reducing bugs by 20% and leaving a clearer codebase behind for the next person who touched it.
Key decisions
- Building the Blueprint/C++ bridge rather than just writing C++ and moving on was a deliberate call: on a production this size, unblocking designers has a multiplier effect that a single engineer’s own output doesn’t. That’s the same instinct that shows up later in the Telltale work and in the Ueno Bank systems — build the tool, not just the feature.
- Fixing error handling in code I didn’t originally write is thankless, unglamorous work on someone else’s deadline. I prioritized it anyway because a clearer codebase compounds for every future changeset, not just mine.
Outcome
Delivered game systems and design tooling that shipped inside an active AAA production window, cutting bugs by 20% in the systems touched and leaving a clearer codebase behind.