As the gameplay engineer for Claim to Fate, my job was not only the functionality of the game, but also creating lots of reusable tools for our other game developers & designers. There was lots of time spent in "juicing" the game, and a lot towards optimization as well. I opted to use math-based algorithms where I could for parts of the game that didn't necessarily need the horsepower of C# objects. Another task of mine was to create a modular system of custom tools for development. This would ultimately allow metrics and abilities to be changed without my assistance, and help our game designers speed up the process of iterating through balance changes.