Villain con
Design
Development
3D Art
Overview
role
Software Engineer
tech
C++
Blueprints
Eliminator-X
Python
tools
Unreal
Maya
Step into the dastardly world of Villain-Con, a convention dedicated to all things wicked and villainous, hosted right in the heart of Orlando, Florida. This unique attraction offers visitors an exclusive chance to audition for a spot among the notorious Vicious 6, the world-famous super-villain team. What makes Villain-Con truly groundbreaking is its innovative approach, featuring an untethered guest-controlled blaster as the focal point. Unlike conventional shooting attractions, there are no ride vehicles here; instead, guests stand on a moving walkway that transports them from scene to scene. Each scene introduces visitors to a different member of the Vicious 6, and it's their chance to create mayhem alongside the ever-mischievous Minions while collecting points to achieve the ultimate high score. Villain-Con is an unparalleled, immersive experience that promises a world of villainous fun and adventure for visitors of all ages.

My Role and Responsibilities
On Villain-Con, I was a software engineer. My responsibilities on this project included tech art, attraction system integration, and gameplay programming.
Gameplay programming
My responsibilities on this attraction included creating the production code to make this innovative attraction. I worked with the team of engineers to rapidly refactor gameplay systems to help create an engaging interactive experience.
System integration
In order to assist the maintenance and operation of the attraction, I developed the systems responsible for bubbling up key status data and delivering it to show control systems for operational oversight, ensuring that any issues with the game systems could be reported with relevant details for timely fixes and a seamless experience.
Tech art
I worked with the team of artists to integrate essential animation and vfx assets to help create a visually stunning and engaging interactive experience.
Lessons learned
Working on villain con taught me a lot about what it takes to release a new attraction. It was a critical time for the development team when I joined, and learning how to overcome the challenge of taking a codebase from the beta to release was an incredible experience.
