Poppy Playtime Chapter 3


Technical Designer

I joined MOB Entertainment in February of 2023 in a transitional time for the company. In 2020 they made their own game Poppy Playtime Chapter 1 and a year later made Chapter 2 with a team mostly made of UE hobbiest and an art team that was used to making animations for youtube. I was hired as a Technical Designer along with 2 programmers and 2 level designers that had game industry experience to help guide the team towards better practices to create better optimized games so they could release on console soon after the PC release.

In the first few months I along with my Design Lead designed and prototyped out the first iterations of new features and AI while the programmers rewrote existing code to make it more performant and designer friendly. When we exited preproduction my Lead left the project and all design responsibilities fell on me which was a welcome challenge. In this time I made an effort to improve cross team communication by having "feature kick off meetings" where I would lead a high level overview of the feature to anyone who was working on it so they could ask any questions and even give their own personal thoughts on how to improve the feature.

This lead to other disciplines feeling comfortable to voice opinions, concerns or even open the conversation back up about how to do this the right way. All the while as a team we would be exploring new UE/Exterior plug-ins to set-up a sustainable work pipeline and all learn from it to better ourselves as developers.

  • UE5

  • C++

  • Blueprints