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Building a 40,000 Entity Deterministic Simulation @ Project 'Outbreak'

Simulation programming; pedestrian AI, traffic systems, and debug tooling

Unreal Engine 5 Netcode C++ MassAI ZoneGraph Multi-Threading ECS simulation
StudioRedKite Games (Sumo Digital)
TeamPopulation Simulation & AI
RoleGameplay Programmer
EngineUnreal Engine 5

Contributed to a networked, multi-threaded, deterministic ECS-based population simulation running 40,000+ entities. Worked in a 2-person team under a principal engineer with 25 years of experience, primarily at Rockstar Games.


Traffic & pedestrian systems

Multithreaded ECS · ISPC / SPMD · Server-authoritative FSM

Traffic signal scheduling

Designed and implemented traffic signal scheduling and dynamic crosswalk crossing behaviour within the ECS-based FSM. This enabled coordinated interaction between vehicles and pedestrians.

Crosswalk Queueing while managing over crowding

Built queuing logic and dynamic overcrowding avoidance, validated state transitions carefully, and monitored agent behaviour at crossings given the rollback cost of any divergence.

Pedestrian distribution system

Designed a pedestrian distribution system to achieve realistic population flow across zones, ensuring agents were spread plausibly at scale without clustering artefacts.


Tooling & debugging

Simulation debugger · Rewind to Snapshot · Resimulate from Snapshot

Entity inspection tools

Built debugging and inspection tooling enabling deep per-entity analysis across frames — exposing internal simulation state in a system where bugs were otherwise invisible. The tooling was recognised across teams for unblocking bugs that could not be diagnosed any other way.

Sparse Snapshots

Implemented a record, rewind & resimulate from snapshot functionality, storing ECS state efficiently to allow full playback and frame-by-frame debugging of the simulation.

  • This paired with the entity inspection tool proved critical for diagnosing determinism failures.

Cross-team Recognition

ImpactBugs unblocked that were only possible with the tools I created
Sim scale30,000+ pedestrian agents

Memory Management

Working within an ECS architecture constrained by Intel’s ISPC for SPMD execution made memory layout critical.

Any divergence between clients triggered rollbacks, and beyond a stored-frame ceiling the simulation simply broke.

This made correctness non-negotiable and demanded rigorous debugging discipline across every state transition.


Navigate to objective

Top-down GTA1-style game · Pathfinding · HUD

Designed and implemented a navigate to objective feature — combining pathfinding to guide the player toward their target with a HUD overlay communicating direction and progress.



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