Software Engineer
Riot Acquired WargamingI developed a compatibility layer that allowed the old and new game replication systems to work in parallel, making it easier to compare bandwidth, test state replication updates, and phase out the old system. To enhance server stability, I added a packet filtering system that disincentivized DDoS attacks. I also implemented a network protocol hash check to ensure the game server and clients used the same version, which helped identify issues early and maintain consistency. Additionally, I resolved security vulnerabilities like buffer overflows and uninitialized memory, strengthening the system's security. Furthermore, I developed in-game debugging and state verification tools that streamlined troubleshooting and were adopted across teams.