KEOLA SILVA
  • Professional Work
  • Side Projects
  • About
  • Résumé
  • Professional Work
  • Side Projects
  • About
  • Résumé

UNANNOUNCED TITLE

Engineering    •    WebGL / Wavedash
  

Wavedash is an upcoming online platform which allows its users to play WebGL and WebGPU games in their browser seamlessly. 

Wavedash online platform

MY ROLE

As a Software Engineer at Wavedash, I led the engineering effort to bring an unannounced multiplayer title to WebGL and the Wavedash platform.
  • Migrated from Unity 2017 to Unity 6, rebuilding or refactoring necessary legacy systems and tools to modernize the game for Wavedash
  • Redesigned and implemented multiplayer in order to migrate to Mirror, WebGL, and Wavedash's multiplayer backend
  • Memory optimizations such as texture compression and object pooling
  • Developed build, packaging, and debugging tools for personal and internal use to streamline iteration and testing
Coming Soon!

DEATH'S DOOR

Engineering    •    PS4 • PS5 • Switch • Xbox One S/X • Xbox Series S/X • Game Pass • Android • iOS
  

Death's Door is an isometric action-adventure game developed by Acid Nerve and published by Devolver Digital.

Death's Door Steam Page
Death's Door Mobile Netflix Page (Netflix has since taken the game down)

MY ROLE

As a developer at 22nd Century Toys, I led much of the engineering effort to bring Death's Door to the above platforms.
  • Owned development of core platform systems, including asynchronous save/load functionality compatible with cloud saves, achievements/trophies, platform input handling, mobile-only touch controls with an interface for customizing, PS5 Activities, and more.
  • Adapted gameplay, menus, shaders, and the rendering pipelines to meet platform requirements and maintain a consistent user experience across hardware.
  • Created internal development and QA tools, such as build and debugging toolage to accelerate testing and iteration.
  • Worked extensively with external QA to resolve issues to ensure the best experience possible and prepare for each platform's certification process.
  • Implemented countless optimizations, such as simplifying physics allocations, reducing poly count and thus batches, precaching, and more to reduce frame time by up to ~80% on lower end platforms.
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GRIS

Engineering    •    PlayStation 5
  

GRIS is an artistic 2D sidescrolling platformer developed by Nomada Studio and published by Devolver Digital. GRIS Steam Page

MY ROLE

As a developer with 22nd Century Toys, I led much of the engineering effort to bring GRIS to PlayStation 5.
  • Owned development of core systems necessary for function on PS5, such as Save/Load.
  • Led development of the game's haptic feedback and controller audio features, taking advantage of the DualSense controller's advanced haptics. Designed and created the game's haptic waveforms for use on PS5/DualSense. 
  • Responsible for additional peripheral features such as light bar and trigger tension feedback systems.
  • Iterated closely with external QA to prepare the game for Sony's certification process.

I WAS A TEENAGE EXOCOLONIST

Engineering    •    PlayStation 4 • Playstation 5 • Nintendo Switch
  

I Was a Teenage Exocolonist is a narrative RPG where your choices have a large influence on the game's world and outcomes developed by Northway Games and published by Finji.

I Was a Teenage Exocolonist Steam Page

MY ROLE

As a developer with 22nd Century Toys, I led much of the engineering effort to bring I Was a Teenage Exocolonist to PS4, PS5, and Switch.
  • Owned development of core platform systems, such as save/load architecture, achievements/trophies, input, and PlayStation 5 Activities.
  • Tweaks to menus and gameplay features to make them console-compliant and comfortable to experience in Handheld mode.
  • Iterated rapidly with Finji QA to prepare for Lotcheck and Sony's certification process and to ensure a great user experience on all platforms.
  • Optimizations, such as restructuring the UI to save ~6-8 ms on the CPU on some screens.

MY FRIEND PEDRO: RIPE FOR REVENGE

Engineering    •    Android
  

My Friend Pedro: Ripe for Revenge is a sidescrolling platform shooter for mobile devices developed by DeadToast Entertainment and published by Devolver Digital.

My Friend Pedro: Ripe for Revenge Google Play Store page

MY ROLE

As a developer with 22nd Century Toys, I brought the existing mobile game to the Amazon, Samsung, and Huawei storefronts.
  • Implemented functionality for purchasing, maintaining, and verifying Premium microtransactions on each storefront.
  • Implemented functionality to ensure achievements were compatible with each storefront.
  • Integration with IronSource SDK to allow the game to display ads on non-Premium versions of the game.
  • Minor miscellaneous UI tweaks for compatibility on various devices.

GRIEFHELM

Quality Assurance    •    PC / Steam
  

From the Griefhelm Steam Store Page:
Griefhelm is an award-winning party game with lethal medieval weaponry. Skewer your friends, deflect their blows, and push your advantage in local and online multiplayer.

MY ROLE

As a Quality Assurance Analyst working with Thorrnet Games (www.thorr.net) to launch and update Griefhelm on Steam.
  • Meticulously and iteratively examining builds of the game to document bugs and ways to improve the user experience and gameplay balance.
  • Discovered and documented countless bugs, exploits, and needed improvements in great detail.
  • Developed and executed test plans for bugs that were difficult to find or reproduce.
  • Collaborating on design and balance decisions with the developer, brainstorming and designing future content and combat mechanics.
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A clip of a fighting tech I discovered that the team started calling "Keola's hat trick"
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