During my time working on Horizon: COTM I mainly helped implement various variants of physics driven contraptions that were used to drive puzzles in key areas of the game.

I worked closely with Art to define the kit-bashing modules for the various moving parts and with Level Designers to help them implement these devices in their levels via Unreal BPs by providing them output values that can be used to drive logic in their level to achieve the desired outcome.

I also tweaked and helped improve myriads of physics driven objects that the players could pick up and interact with in some way (mainly by smashing them!) as they progress through the game.