I’ve worked with physics for over 18 years, across four different engines, in both 2D and 3D. Many of the games I’ve shipped rely on physics gameplay, and over time I’ve developed a strong feel for building simulations that are both stable and performant.
I see physics as dynamic animation. It lives on a spectrum, from arcade-like responsiveness to full simulation. I’m good at picking the right spot for a feature and shaping the behavior accordingly. I often ask myself: should this be solved with physics, animation, or a mix of both? I blend both tools to get the experience I want to reach.
I enjoy using everything a physics engine has to offer, but I’m just as comfortable going beyond it—building custom joints, ropes, or collision behavior when the built-in tools don’t quite fit.