We were brought onto the project to help port WWZ over to next gen consoles (PS5, Xbox Series S/X), fix bugs, and implement platform-specific features.
As the game was built on an in-house engine, with a vast array of custom made tools, we had to learn how the engine worked,
how to compile the project for different platforms, and even learn a unique custom-made scripting language that a lot of the gameplay logic was written in called SabreScript.
In the first half of the project, I was working on fixing graphical issues on PC and Xbox Series X while using DirectX 12.
Two of the bigger issues were one where the water wouldn't render correctly in parts of the level and another where flashlights would flicker and light/shadows would render incorrectly.
To help find and fix these issues, I used both RenderDoc and PIX extensively.
And on the second half, I was tasked with implementing native PS5 features, including multiplayer Activity Cards, Haptic feedback, and different controller vibrations depending on what weapon was currently being used.