Concept art for The Last of Us Online

THE LAST OF US ONLINE

Associate Technical Designer

My Contributions

I developed host-authoritative multiplayer systems focused on replication, synchronization, and state consistency under latency and packet loss. I also designed and implemented state machines to coordinate gameplay logic across networked clients.

I owned the implementation of network-synchronized scavenging mechanics for a multiplayer looter-shooter, collaborating across engineering, design, art, and animation to define requirements and deliver player-facing gameplay systems.

My work included cooperative and solo interactions such as lock picking, container prying, garage-door hoisting, door breaching, and tap-and-hold interaction systems.

Read Naughty Dog's update on The Last of Us Online.