Sea of Thieves

In my year so far working as a software engineer at Rare, I’ve been spending my time developing features for Sea of Thieves, our recently released multiplayer pirate adventure game.

New to the industry as I am, it’s been an incredible learning experience working with lots of different areas of the codebase, from AI to online services to audio to gameplay. Here’s some of the released features I’ve worked on:

  • Skeletons firing cannons: The projectile physics mathematical code that skeletons use to aim cannons, with adjustable hit/miss/spread parameters.
  • AI variety: Random assignment of AI enemy meshes.
  • Persistent player data: Online services pipeline to securely request player rewards and commendations, and keep player loadout persistent between sessions.
  • Skeleton forts: Assorted sections of the feature including the vault key, music and sound effects triggered by different locations and gameplay events.
  • Aim sensitivity sliders: Allows players to adjust sensitivity for each weapon and input method.
  • Alliances: Part of the Cursed Sails update that allows players to form alliances with enemy crews to share rewards and work together on voyages.

Working in a big codebase is a whole new world, making foolproof, neat code a necessity to balance alongside the pragmatism of getting features out to players. It’s used a lot of transferable teamwork and project management skills from my Mechanical Engineering degree, as well as giving me the chance to collaborate and learn from with departments outside engineering. I’ve also had some great opportunities like participating in official YouTube videos, voicing an NPC (Madam Olivia) and even recording some sound effects on my french horn.

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