FC26
Sports
Engine: Frostbite
Released: September 2025
Platforms: PlayStation 4/5, Xbox Series X/S, Nintendo Switch 1/2, PC
Website: FC26
Experiance
- Learning and using tools in the Frostbite technology stack
- Teaching how to profile the game with DeltaViewer. A propriety performance analysis tool
- Teaching the UI team how to use the DebugUI tool to navigate between games states. A web based tool built with ImGui
- Converting menu screens from the old UI system to the new UI system
- Regular meetings with the technical artists during the screen conversion work
- Working on the backend for the new menu screens. Creating View Models and Data Services
- Further developing a tool for converting screens in the Frostbite Editor
- Play testing the screen conversions with both static and live data
- First introduction to the Nintendo Switch dev kit
- Supporting other members on the team with project build issues (a lot of these!)
- Reviewing code and providing feedback
Biggest Challenge
Near the beginning of the project, I was tasked with investigating how the menu screens functioned for the Player Career mode. These screens were not built using the new UI toolkit yet. They were built on the older UI tech that was using Adobe Flash. The visual side and behaviour of the UI components were handled in ActionScript. The data for these component were setup and managed in C++. The whole investigation process was laborious, but it was necessary to get this series off the legacy UI tech.
The outcome of my investigation involved writing a huge 50 page technical document. This document described how each screen functioned, and that included details such as the asset locations, data bindings and input actions. The document needed to be written well enough for a technical artist to read and understand. This then lead into the next stage of rebuilding each of the screens, using the new UI toolkit.