Spellcaster Chronicles

Quantic Dream · Oct 2025 – May 2026 · a MOBA on a proprietary engine

Spellcaster Chronicles is a MOBA built on Quantic Dream's proprietary engine. I worked on its macro loop, the systems that give players a reason to return, within a deterministic ECS network architecture.

What I did

I implemented the inbox, daily-quest, reward and notification systems that carry the game's macro loop, and optimised player customisation with asynchronous loading and caching. I added feature switches across the network and UI systems, and improved the tooling that exports game data to the backend. I worked closely with the backend and UI teams to deliver these features.

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Technical proof

  • Gameplay

    Quests, challenges, rewards, notifications and the inbox that delivers them.

  • Game networking

    ECS-based online gameplay running over deterministic network simulation, with feature switches spanning network and UI systems.

  • Performance

    Player customisation optimised with asynchronous loading and caching.

  • Developer tools

    Improved the tools that export game data to the backend systems.

C++ · Lua · Blueprint · Perforce

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