Shipping a Major Game Rework Update for Dwelling
Technical leadership, gameplay design, enemy AI, production planning, and release execution
| Studio | Saturday Games (Kodextra Solutions) |
| Role | Lead Gameplay Programmer |
| Engine | Unreal Engine 5 |
Overview
As Lead Gameplay Programmer, I owned technical delivery of a major post-launch update for Dwelling. My responsibilities spanned planning, gameplay implementation, technical leadership, and release execution.
Alongside feature development, the update focused on improving gameplay quality, production standards, and long-term maintainability.
Technical Ownership
The update required coordination across multiple disciplines and systems.
I was responsible for:
- Owned the design and implementation of a new enemy archetype for the maze experience, from gameplay concept and behaviour design through AI implementation and tuning.
- Defining technical scope
- Breaking work into milestones and deliverables
- Sprint planning and task breakdown
- Identifying risks and preventing costly rework
- Supporting developers through implementation
A significant part of the role involved making technical decisions early enough to keep the project moving without accumulating future technical debt.
Rebuilding the Maze Experience
One of the update’s major additions was a redesign of the game’s maze experience.
Rather than simply adding content, the objective was to create a stronger gameplay loop while fitting naturally within the existing game.
This involved both gameplay implementation and design collaboration, balancing player experience against production constraints.
Raising Production Quality
Beyond new content, a large portion of development focused on improving the existing game.
Key contributions included:
- Resolving 40+ issues related to gameplay, content, and presentation issues
- Improving gameplay reliability and overall polish
- Reducing future maintenance burden through systemic fixes
While less visible than new features, these improvements had a significant impact on the quality of the final release.
Cinematic Pipeline Improvements
The project originally relied on Blender playblasts for cinematic content.
As part of the update, I coordinated the migration of all cinematics to Unreal Engine rendered sequences.
The result was:
- Improved visual quality
- Better consistency across presentation
- A more scalable pipeline for future content production