Game Master

Arma Reforger is the latest installment in the Arma franchise, offering a versatile, creative, and fully-moddable platform that redefines the military simulation genre.

Battle it out in the Conflict multiplayer game mode, or create your own scenarios in Game Master.


Control events, create unique missions, and guide players towards victory in Game Master

Enfusion Engine

Using the inhouse Enfusion Engine actively in development, ‘Game Master’ was fully developed within the scripting layer of Enfusion, functioning as a mod on top of Reforger.

Functionally turning the ‘Editor Team’ into an inhouse modding team ahead of public release of the game and engine tools.

Multiplatform WORKSHOP

Modded content is available to on both Xbox and PC through the Reforger Workshop exclusive to the game.

Responsibilities

Part of the ‘Editor Team’ in Amsterdam counting 4 developers, fully responsible for development of the ‘Game Master’ mode in Arma Reforger.

  • Implemented and maintained various gameplay and UI features within Reforger’s “Game Master” editor mode, see some featured below.
  • Collaborated on Enfusion engine tool development by providing feature requests and feedback through development of Game Master mode and required engine changes and tooling.
  • Responsible for implementing and maintaining automated gameplay tests for Editor mode, delegating test failures and fixes.
  • Participated in multiple game jams, .
  • Attended daily design discussions with the editor team, offering technical support and collaborating on editor design. Collaboration with offsite offices.
  • Co-organized and hosted a 2-day scripting workshop, championing the ‘sandbox’ design & scripting approach to most scripters/designers across the company. Guiding designers and engineers through custom Enfusion engine assignments.
  • Onboarding new team members to inhouse technology and processes.

Entity Browser

The content browser serves as the central library for all placeable items accessible to the player.

Using cached ‘editable header’ data for game entities, to allow for responsive filter & search across all placeable items.

Editor Action System

Designed, implemented, and maintained a general editor action system with accompanying actions and keyboard shortcuts.

Including server-side checks and client feedback, allowing clients to execute authoritative server actions like deleting entities.

Implemented input and UI for both mouse and gamepad through editor specific context menu and Reforger’s radial wheel.

Custom Engine Plugins

Developed and maintained Enfusion engine plugins to cache editor specific ‘header’ data for all placeable entities in the game.

Entities include ‘compositions’ of other entities, where the composition caches editor data of objects inside.

Integrated into the build process to ensure data is always up-to-date.

Developers can adjust auto- parameters and manually add authored data through the Enfusion Engine tools.

EDITOR BUDGETS

To aid server performance and reduce grifting, I implemented a per-player placement budget system.

This budget system consisted of 4 separate budgets (AI/Vehicle/System/Prop). Also allowing an admin to grant/withdraw ‘AI’ or ‘Vehicle’ placement rights per-player. 

AUTOMATED TESTING

Various editor features are checked during the daily build process.

Many UI, input, and data regressions were caught pre-emptively.

Served as main contact for delegating test failures and fixes among editor team.

OPTIMIZATION

Responsible for tracking general editor performance and implementing, discussing, or delegating various scripting and data optimizations.