A pirate city-builder where you build anywhere you please — freely across islands, on cliff faces, over water, and through the chaos only pirates can create. Developed over five years by a 150+ person team at Limbic Entertainment and published by Hooded Horse. I contributed across multiple disciplines: owning the ECS economy simulation, shipping open-world streaming, extending the build-editor pipeline, and onboarding incoming engineers through production.
Press Preview · 2025
"One of the most original city-building games in a long time."
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Status
In Development
Playable demo live May 28, 2026. Full release on PC & Xbox.
Published by
Hooded Horse
Developed at Limbic Entertainment by a 150+ person cross-discipline team.
150+
Team Size
5+
Years in Dev
ECS
Economy System
UE5
World Partition
Unreal Engine 5
C++
ECS
World Partition
Niagara VFX
Blueprints
Perforce
JIRA
My Contributions
- ECS economy simulation — 3 subsystems owned — took primary ownership of the multithreaded economy system across 3 core subsystems (warehouses, NPC agents, inventory), refactoring and stabilising all through full production inside a 150+ person cross-discipline team.
- Productivity simulation — 2× building output — extended the ECS with a designer-facing productivity system delivering 2× building output and dynamically accelerating fetchers, shipped as a core simulation mechanic with 0 regression to economy balance.
- Fetcher priority — 15 tuning parameters — exposed 15 economy tuning parameters giving designers direct control over NPC supply order, improving simulation realism with 0 engineering dependency.
- Open-world streaming — 2 streaming layers — implemented 2 streaming layers (World Partition + Data Layers), eliminating runtime memory spikes and sustaining frame targets across large island environments.
- Scriptable widget rework — 2 widget types — reworked 2 widget types (island view + world view), delivering cleaner system separation and enabling cross-project reuse.
- Build-editor pipeline — 1 pipeline, 2 features — extended 1 custom building editor pipeline with C++ driven Niagara VFX triggers; shipped 2 rendering features (ship wave trails + anti-aliasing support).
- Engineering onboarding — 3–4 engineers supervised — created the onboarding syllabus and directly supervised 3–4 incoming engineers through production milestones.
Studio R&D (concurrent · prototype phase)
- Automated asset validation pipeline — built Perforce + Jira integration via REST APIs, JQL queries, and Python/JavaScript to auto-file, assign, and track content issues across 51k+ assets; exposed via a custom UE5 commandlet for CI/CD and build-farm integration.
- Multiple prototypes · 1 shipped MVP · 18 months — primary engineer across multiple studio prototypes and 1 shipped MVP over 18 months, each advancing to the next production stage; owned full technical architecture and engineering direction within 20-person cross-discipline teams from conception through vertical slice.
- Narrative authoring pipeline — 7 languages — designed an end-to-end pipeline in Unreal C++ and Python enabling narrators to author, localise, and ship content across 7 languages with zero engineering dependency, integrated via FlowGraph and custom scriptable widgets.
- 4-system reusable plugin suite — built camera, Enhanced Input, UI scriptable, and AI tooling systems adopted across multiple studio prototypes with 0 per-project re-implementation overhead.
Source code is proprietary to Limbic Entertainment and cannot be shared publicly. Corsair Cove is currently in development — the work above reflects shipped internal builds and production milestones.