Originally, ACI was using UnrealEngine 2.5 with content from the America's Army free multiplayer FPS. This is where my professional work with the UnrealEngine started. We were using a build pre-UT2004, which means all our vehicles were created from the wonderful KVehicle class. As time progressed we slowly added minor content tweaks and a customizable weapon system. After the delivery to DRDC, we looked forward to UnrealEngine 3.0.

    Once we had licensed UnrealEngine 3.0, we went through three major releases of Take Point as a product. The first version was built for a specific platform we had created and I managed the outsourcing of all our content with the wonderful guys over at Shadows in Darkness. This initial version represented the equivalent work of a large DLC package for a current generation FPS. Once this phase was completed and delivered to HIARNG, we then had to focus on a new platform but retaining the same content and engine implementation. This became our second major revision for an embedded platform. Our final product revision involved a real time motion capture re-targeting platform as well as a DLCs worth of content again from SiD.

    Over the course of deploying three major revisions of our UnrealEngine3 product, I was directly responsible for merging the QA builds from Epic and eventually standardized this process with our branching strategy on our SCM. This coupled with the real time motion capture elements and EAI development, I can safely say I have an intermediate skill level with Unreal and its components.