A physics-defying theme-park builder shipped on PC, PlayStation 5, and Xbox Series X, published by Bandai Namco. Players construct gravity-ignoring roller coasters and rides with full management sim mechanics. I joined as a gameplay programmer at Limbic Entertainment and worked across objective systems, placement mechanics, saving, camera, and cross-platform parity.
8/10
"A hugely enjoyable park builder that thrives on accessibility, personality and creativity."
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83/100
"Creative freedom taken to its most impossible extreme — charming and genuinely fun."
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80/100
"A very powerful theme park editor that gives the player a great deal of freedom."
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🏆 gamescom Award 2021 · Best Simulation Game
Awarded at gamescom 2021 ahead of release, recognising Park Beyond at reveal — Limbic Entertainment / Bandai Namco
3
Platforms
8
Post-launch DLCs
~40%
Bug Reduction
148
Conditions Scripted
Unreal Engine 4
C++
Blueprints
Perforce
JIRA
Multi-Platform
My Contributions
- Campaign ownership — 8 DLCs sustained — assumed full ownership of campaign scripting, mission flow, goal subsystem, and save/load mid-production after the original programmer's departure, sustaining all 4 systems through ship and 8 post-launch DLCs without interruption within a 100+ person cross-discipline team.
- Mission scripting system — owned and maintained a mission scripting system with 148 conditions in an in-house C++ visual scripting framework, covering campaign, story mode, and sandbox end-to-end including state tracking, LD-driven cinematics, camera scripting, placement verification, and custom per-mission save states.
- Parallelised asset loading — 4 systems — parallelised asset loading and simulation ticks across 4 core systems (UI, tutorials, economy, ride statistics); profiled and eliminated hitches during high-load sequences.
- Cross-platform debugging — debugged cross-platform critical issues on PS5 and Xbox Series dev kits as direct technical assistant to the Director and Lead Programmers.
- Core systems delivery — delivered core systems across Economy, Placement, Cinematics, and Terraforming; reduced critical bugs by ~40% through systematic cross-department QA collaboration.
- Save serialization — 120MB → 85MB — built custom FArchive serialization with versioning and backward compatibility, reducing save game file size from 120MB to 85MB.
- Load-time optimization — 45s → 25s — parallelised asset loading and simulation ticks, cutting load time from 45 seconds to 25 across all game modes.
- Tutorial & help systems — shipped the tutorial system, in-game help screen centre, and search functionality, covering all game modes.
Additional Limbic Engineering — Internal R&D
- Large-scale cellular automata simulation — designed a real-time world-state mutation system with HLSL fog-of-war rendering at sustained 120fps across large grid-based environments, serving as both core simulation logic and live in-game visual.
- GAS ability architecture — 20+ abilities — designed and implemented end-to-end GAS covering 20+ abilities, with State Tree-driven unit AI managing pathfinding, combat transitions, and animation state machine integration.
- Engineering tooling — built custom debugging and profiling tools adopted by the full engineering team across cross-discipline production, accelerating spatial optimisation and reducing iteration time on placement and multi-selection systems.
Source code is proprietary to Limbic Entertainment and cannot be shared publicly. The technical work above reflects actual shipped features on the final product.