Professional · Limbic Entertainment · UE4 · 2023

Park Beyond

Park Beyond

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.

Additional Limbic Engineering (concurrent · unannounced)
  • Large-scale cellular automata simulation — designed a real-time world-state mutation system and HLSL Fog of War running at sustained 120fps across a large-scale strategy tile grid, 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 a 20-person cross-discipline project, 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.

Studio Limbic Entertainment Publisher Bandai Namco Entertainment Release June 16, 2023 Platforms PC · PS5 · Xbox Series X Engine Unreal Engine 4 Language C++ Category Simulation · Strategy · AAA Post-Launch DLC 8 packs (4 Theme Worlds · 3 Impossification Sets · 1 Garden Set) Website bandainamcoent.eu ↗
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