Mobile Games

Madden Mobile

Synopsis

Madden Mobile is the main mobile title for the Madden Franchise of Games for Electronic Arts, with a yearly release and reset, originally released as Madden Superstars landing on Facebook in September of 2010.

The game revolves around collecting players to make your team better to be able to defeat other players in PvP and also to accomplish PvE events more easily to get materials and currency to then get even better players as the OVR of players increases in line with the NFL season, eventually ending with a reset and new release each year.

Contributions

I'm directly credited and worked on Madden Mobile since 2016 for Madden Mobile 16 and have been part of its releases up until Madden Mobile 21. I originally worked on the tooling and Jenkins build pipelines, but eventually widened my responsibilities and contributions to include direct feature work for both the 3D gameplay portion of the client in C++, the UI and systems portion of the Client written in HAXE, and a lot of additional content tooling and feature development in JAVA for the server environment as well as C# for the WPF based tools. 

Was part of the team implementing machine learning models in the title for various purposes.  We explored using machine learning agents within the game to augment automated testing pipelines, this ultimately produced some additional bugs that exposed exploits that were in the game before QA or the public could find them.  We also implemented ML as part of a recommendation engine that would update parts of the in-game store with offers based on purchase history and player behavior in-game, which would later be adapted for the console title as well as other mobile titles in the EA portfolio.

Additionally at times branched out into getting animations into the UI of the Game for our Seasonal Content because nothing beats having bats flying around and glowing eyes in the darkness for Halloween or the lights twinkling on the Christmas Tree. In 2019 and 2020 was part of the team architecting the entire C# WPF Tools as well as portions of the Java server for delivery of content as well as feature and REST API implementations.

NBA Live Mobile

Synopsis

NBA Live Mobile is the main mobile title for the NBA Franchise of Games for Electronic Arts, with a yearly release and reset, released originally in March 2016 as a soft launch title and then as a full release in June of that same year.

The game revolves around collecting players to make your team better to be able to defeat other players in PvP and to accomplish PvE events more easily to get materials and currency to then get even better players as the OVR of players increases in line with the NBA season, eventually ending with a reset and new release each year.

Contributions

I'm directly credited and worked on NBA Live Mobile since its inception in 2016 for NBA Live Mobile and have been part of its releases up until NBA Live Mobile 21. I originally worked on the tooling and Jenkins build pipelines alongside my work in Madden Mobile, but eventually widened my responsibilities and contributions to include direct feature work for both the 3D gameplay portion of the client in C++, the UI and systems portion of the Client written in HAXE, and a lot of additional content tooling and feature development in JAVA for the server environment. I had been part of the team architecting portions of the Java server for the delivery of content as well as feature and REST API implementations.


FIFA Mobile

Synopsis

FIFA Mobile is the main mobile title for the FIFA Franchise of Games for Electronic Arts, with a yearly release and reset, released originally in October 2016 as a soft launch title and then as a full release in June of that same year. Recently this has seen an update to the EA Football Club branding as the two parties no longer have a contractual agreement.

The game revolves around collecting players to make your team better to be able to defeat other players in PvP and to accomplish PvE events more easily to get materials and currency to then get even better players as the OVR of players increases in line with the NBA season, eventually ending with a reset and new release each year.

Contributions

I was occasionally being loaned to the team for some specific efforts that lined up with feature development in our other mobile titles and efforts that would benefit from my more specialized skillsets around reverse engineering and anti-cheat.  This extended to demonstrating the rebalancing algorithm that we originally implemented on Madden Mobile, but was ultimately turned down due to constraints with their content system's implementation.  Addressed related bugs to certain physics engine behaviors.


Apex Legends Mobile

Synopsis

Apex Legends Mobile is another title in the Battle Royale Genre but in the Titanfall Universe developed by Respawn Entertainment as an EA Studio. It features much of the same amazing mobility and gunplay as its console counterpart on mobile. The title has since been shut down but has seen regional testing for returning with a more attractive feature set and implementation considerations.

The core loop of Apex Legends Mobile is like any title in the Battle Royale Genre, be the last team standing. While maintaining your team's presence in the current safe area of the map, proceed to loot weapons and equipment from the map while engaging with other teams in tense well-paced gunplay while using your legends skillset alongside your team to ensure your eventual victory.

Contributions

I incorporated Shated Tech and specific mobile technologies to support content generation and tools that were to be used by the title to support the demands of supporting it as a live service. Additional efforts were made and then passed onto the game team when it came to instantiating and implementing the Ads and other shared packages that I helped create. I worked to architect the game-sever supporting services, being mainly involved in the implementation of security-related anti-cheat, anti-tamper, and fraud detection services.  Was consulted regarding anti-tamper technologies and solutions for the mobile game client.


Star Wars™: Galaxy of Heroes

Synopsis

Star Wars: Galaxy of Heroes is a mobile collectible RPG game developed by Capital Games and published by Electronic Arts. The game received a soft launch in Australia in October 2015 and was formally released on November 24, 2015.

The core loop of Star Wars: Galaxy of Heroes involves building teams of famous Star Wars characters from all over the canon. Using this team players then can fight through live events, raids, player vs player, and guild content to earn currencies and equipment to obtain and upgrade characters to add to an ever-increasing roster of characters. Later the game added space fighter combat involving a multitude of ships across the cannon in addition to the large cast of characters.

Contributions

Development and implementation of tooling to assist the content creation team with the ability to create content in a more efficient manner saving them time and reducing escaped defect rates in the content that was released.  Implementations of common ad packages and expansion of features provided to support some unique features of the title's monetization model and ad considerations.


The Sims FreePlay

Synopsis

The Sims Freeplay is a Life Simulation Game developed as part of The Sims franchise of games for Electronic Arts. Originally developed by EA Mobile and then later Firemonkeys Studios, it was released in December 2011.

The main appeal of the game is to create and manage simulated people, or Sims, and guide them through the decisions and events of their lives, from infancy to all the major points of life and careers and family until they eventually expire. It also involves a rather robust construction and home construction feature set. The Sims Freeplay focuses on being able to manage multiple households and the relationships between those households and is closer to the original Sims Experience

Contributions

I was tasked to take the ad systems developed by Firemonkey Studios and the various solutions for our other mobile studios and re-architecting them into specific package implementations capable of supporting the entirety of requirements as a single solution with additional features for supporting live-service specific features and implementing them into the title as part of a central effort across many of our mobile titles. Related work was conducted in The Sims Mobile™, including the addition of an Offerwall feature to the in-game store.

The Sims™ Mobile

Synopsis

The Sims Mobile is a Life Simulation Game developed as part of The Sims franchise of games for Electronic Arts. Developed by EA Mobile and Maxis Studios, it was released in March of 2018.

The main appeal of the game is to create and manage simulated people, or Sims, and guide them through the decisions and events of their lives, from infancy to all the major points of life and careers and family until they eventually expire. It also involves a rather robust construction and home construction feature set. It was a more focused experience restricting players to a single family and required players to retire their sims to create legacies for their family unit.

Contributions

I was tasked to take the ad systems developed by Firemonkey Studios and the various solutions for our other mobile studios and re-architecting them into specific package implementations capable of supporting the entirety of requirements as a single solution with additional features for supporting live-service specific features and implementing them into the title as part of a central effort across many of our mobile titles. Related work was conducted on The Sims Freeplay™, including the addition of an Offerwall feature to the in-game store.

Real Racing 3

Synopsis

Real Racing 3 is an exhilarating racing game developed by Firemonkeys Studios and published by Electronic Arts. It was released in February 2013 for iOS, Android, Nvidia Shield, and BlackBerry 10 devices.

The main appeal of the game is the feature of console gameplay and high-quality graphics across the various racing game modes on licensed virtual representations of real-world tracks and locations including NASCAR and Formula E race tracks in Barcelona, Segovia, Granada and featuring over 400 licensed cars from manufacturers including Mercedes-Benz, Audi, Porshe, Lamborghini, Bugatti, Ford, McLaren, Chevrolet, Bentley, and Koenigsegg.

Contributions

I was tasked to take the ad systems developed by Firemonkey Studios and the various solutions for our other mobile studios and re-architecting them into specific package implementations capable of supporting the entirety of requirements as a single solution with additional features for supporting live-service specific features and implementing them into the title as part of a central effort across many of our mobile titles. Related work was conducted on The Sims Freeplay™, including the addition of an Offerwall feature to the in-game store.