C++ · SKSE · Movement mod
Hope Windwalk for Skyrim
Showcase · Release testing pending
Five castable powers explore different movement styles inside Skyrim—from arena-style hopping to skiing and momentum-driven travel—while keeping the game’s existing world and collision.
My role
I defined the movement goals, tested earlier iterations, reported problems, and directed the five-power design. AI tools contributed the native implementation, debugging, and release tooling.
Temporary ownership, with a way back
The adapter works through the existing character controller. Return to Mundus relinquishes custom movement, while unsafe states and controller replacement are designed to trigger a handoff to the game.
A performance problem with a measurable cause
Earlier movement hitches prompted log review and changes to the update path. Expensive memory and controller checks were moved out of repeated per-frame work, and long frames were handled with bounded simulation steps.
A package that can be inspected
The release workflow generates the spell records, validates the native plugin, and records hashes for the archive. Compatibility checks deliberately reject unsupported game versions.
What has been checked
The v31 notes record successful compilation, static analysis, contract checks, and reproducible packaging. They also explicitly require a first in-game runtime-port smoke test and the movement/recovery matrix.
Next release step
Confirm loading, powers, controls, save/load, suspension, and recovery on the target game before enabling a public download.
Relevant to an IT role
- Log-based troubleshooting
- Version compatibility
- Controlled rollback
- Reproducible packaging
These are personal, AI-assisted projects. They demonstrate how I approach problems and review results, not professional employment or sole authorship of all the code.