Neil Koo
Work Résumé

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Rewind 99

Rewind 99

Ported core gameplay systems to AngelScript and built the automated test suite (4,000+ tests).

UE5AngelScriptC++Testing
Dungeons & Dragons: Dark Alliance

Dungeons & Dragons: Dark Alliance

Built boss-fight AI and encounter logic, the core aggro AI, and a live gameplay debugger.

UE4C++AI
WARLOCK: Dungeons & Dragons

WARLOCK: Dungeons & Dragons

Helped take it from prototype through vertical slice: AI, core gameplay, and stabilization.

UE5C++AI
Tricky Block: All Mixed Up!

Tricky Block: All Mixed Up!

Built the block-sliding mechanics and integrated analytics, ads, in-app purchases, and online saves.

C++Objective-CiOS
Sliiide

Sliiide

Built the game's foundation so designers could add and update content quickly, on the in-house 2LoC engine.

C++Objective-CiOS
2LoC Game Engine

2LoC Game Engine

Ported the in-house ECS engine to iOS and automated its builds and tests with Jenkins.

C++Box2DEngine
Space BastARds

Space BastARds

AR space shooter: model loading, sound, UI, and touch input.

Objective-COpenGL ESAR
Overseer

Overseer

Wrapped ARToolKit for Unity and lifted the frame rate from 2–3 fps to 27 fps.

UnityC#AR
Red Thorn Racing

Red Thorn Racing

Vehicle physics with Havok and networked multiplayer with RakNet.

C++HavokMultiplayer
Neil Koo Senior Gameplay Programmer · Montréal, QC
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