Creating the

Asset Reference Database

My chief responsibility was the creation and maintainence of a tool called the Asset Reference Database. As the public roadmap for Star Citizen states:

Create a tool to track relationships and dependencies between assets and produce asset graphs showing how an in-game entity is composed. This will allow improvements to the build system and easier asset management.

The Star Citizen public roadmap. Retrieved March 8th, 2024.

I worked in a highly autonomous fashion on this singular tool alongside my other responsibilitie for 1 year and 4 months.

The tool was an ASP.NET Core microservice with a Blazor WebAssembly frontend, which I created both. The tool was regularly scan source control for changes to assets and inform the build system. My tool was also used to detect duplicate assets in the build, of which there were many.

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My tool allowed us to perform regular audits on our assets to detect gigabytes of duplicated data.
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My tool formed part of the incremental build pipeline for faster development times.
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My tool implemented a web frontend to allow developers to explore assets through their dependencies.

Tooling for Data Editing

Data Forge

Myself and a few other developers maintained the in-house tool for data editing called 'Data Forge'. This tool needed constant maintainence to meet the needs of a plethora of other developers.

The Data Forge editor.
Screenshot from the Game UI Database.

Working on the Cloud Imperium Games data editing tool inspired me to develop my own solution for the same problem.

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I maintained a tool used by hundreds of developers a day.

Programming for

Core Game Systems

Among my responsibilities working at Cloud Imperium Games was the maintainence of core game code for loading data. This required constant maintainence to fix a plethora of issues that occurred from having an older codebase doing things it was never designed to do.

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I programmed core game client systems in C++.
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