MY WORK
Mini-games, multiplayer, and release
I designed and implemented mini-games and worked on replication, movement, the camera, GAS, and text chat. Release work also included performance improvements, bug fixes, and usability.
Multiplayer logic
I implemented replication for mini-games and player interactions so actions were represented consistently across the match. I also worked on integrating GAS with the gameplay systems.
Multiplayer in action
In this clip from Foster’s stream, players push each other off platforms as they race to the top. It shows how competition changes the way a platforming section plays out.
Shooting mechanics
I implemented shooting mechanics used in several mini-games, including team battles and cooperative nest defense.
Objects and teamwork
I designed and implemented picking up, throwing, and combining objects. In Chicken Cooker, teams throw and kick eggs to mix their colors and complete orders. Cooperative challenges use egg passing to test positioning and timing.
Controls inside the vehicle
Players climb into a grain cart and walk around inside it to operate buttons and joysticks. I worked on the mini-game’s rules and the implementation of shared vehicle controls over the network.

Different roles in one match
I worked on asymmetric mini-games, including bulls versus chickens. The chickens carry grain sacks to a pipe while the bulls try to stop them. Each team has its own actions and objective.
Cooperation against the clock
I worked on cooperative mechanics involving eggs, bombs, and platforming. Players need to coordinate a route and pass or deliver objects in time. This clip shows a development build of the cooperative missions from the Early Access period.
Movement and camera
I worked on character movement and the camera, testing how easily players could judge distances, aim throws, and choose landing points during the mini-games.
Character selection
Customization from an official update: players earn Chickies by taking part and winning, then unlock roosters and choose a character for their next match.

Chat and release work
I worked on in-game text chat. For the Early Access release, I also handled optimization, bug fixes, and quality-of-life improvements.
















