I gave a talk with my colleague Scott Stevens at the Austin Industry Unreal Engine Community Meetup. We encountered some technical difficulties giving the presentation, and I had the distinct advantage of going second so I was able to prepare for a bumpy ride. Overall, the talk went really well, and we had some really great discussion from the group based on their experiences and perspectives. I haven’t made it out to these talks as much as I would like, but I would highly recommend checking them out if you can!

Here’s the blurb:

November 13: Extending Unreal Engine’s Lyra game sample to build a foundation for commercial development

Scott Stevens and Mike Slegeir will discuss how a small studio can start with Unreal Engine’s quintessential game sample, Lyra, to create an extensible foundation for modern game development.

Topics include Game Features, Experiences, Modular Gameplay Actors, Gameplay code, and the Gameplay Ability System (GAS).

About Mike Slegeir:

Mike Slegeir is a Lead Gameplay Engineer with over 15 years of experience, including a decade in AAA game development on titles such as DOOM (2016) and Call of Duty: Modern Warfare Remastered. He specializes in scalable gameplay architecture, AI systems, and extensible Unreal Engine frameworks that enable teams to build modern, engaging interactive experiences. Currently he is working at Retro Studios as a Special Projects Engineer.

About Scott Stevens:

Scott Stevens has been making games for 25 years. During that time he’s been fortunate to contribute to Halo, Call Of Duty, DOOM, and the Tomb Raider franchises. He’s been working in Unreal for the last 8 years with a focus on development workflows, gameplay, physics, animation, and networking.

And here are my slides: