RAMPART SIMULATION

Past Performance

Selected engagements

Some program details are constrained by NDA and described at the capability level. Additional references and program-specific detail available on request, subject to appropriate non-disclosure terms.

Battlefield Training Simulation Platforms

Client:
U.S. defense customer; multi-service end users
Role:
Chief Software Architect & Principal
Period:
Ongoing

Chief software architect across multiple active simulation systems — built on Unity and Unreal Engine 5 — used in high-fidelity training environments. Scope spans core architecture, ballistics and physics modeling, AI behaviors, multi-display dome integration via nDisplay, drone modeling, and sustained performance optimization. Applications in use across multiple U.S. service branches, sustained over a long-term engagement. Further detail available under appropriate agreement.

Indie & Studio Contract Engineering

Client:
Twisted Pixel Games and additional studios (via Flashpoint Games LLC)
Role:
Contract Engineer
Period:
Multiple engagements

Contract engineering on commercial titles across Unity, Unreal Engine, and proprietary in-house engines, reinforcing breadth of production engineering across engines and platforms.

Commercial AAA Game Development

Client:
Electronic Arts; Midway Games
Role:
Software Engineer
Period:
Earlier career

Engineering credits on shipped AAA commercial titles — including the Mortal Kombat franchise at Midway Games and the Tiger Woods PGA Tour series at Electronic Arts — built on multiple proprietary in-house game engines. Foundational production experience that applied simulation work rarely sees in working engineers.

AI-Integrated Application Development

Client:
Commercial clients (via Elite Tech Media LLC and its divisions)
Role:
Principal Engineer / Architect
Period:
Ongoing

Design and delivery of production web applications with integrated AI and LLM capabilities — natural-language features, AI-driven content generation, and validated LLM tool-use pipelines — developed and shipped through Elite Tech Media LLC and its divisions.

Technology Demonstrations

Internal research and development demonstrators built and funded by Rampart Simulation — not client engagements — shown as direct evidence of engineering capability.

MilSpec FPV Drone Simulation

Internal technology demonstrator — Unreal Engine 5.7, C++

Watch on YouTube The YouTube version streams at adaptive quality — smoother playback on slower connections.

A ground-up, real-time military FPV drone simulation demonstrating Rampart’s core engineering capabilities: a deterministic C++ flight model, autonomous waypoint flight, multi-spectral sensor simulation, and mission-style telemetry — all rendered live in-engine. The showcase reel above is captured directly from the running simulation; every HUD element, sensor mode, and title card is generated by the application itself with no post-production overlays.

  • Deterministic flight model in C++ — Assisted, Arcade, and Acro modes with auto-hover, banked turns, and a momentum-preserving crash/damage model
  • Aerodynamic edge-case modeling — vortex ring state (propwash instability) on fast vertical descent
  • Multi-spectral sensor payloads — electro-optical, image-intensifier night vision, and white-hot thermal, implemented as physically-motivated sensor post-processing
  • Autonomous waypoint cinematics with a simulated 2-axis camera gimbal and point-locked tracking
  • Conformal telemetry OSD — pitch ladder registered to the sensor line of sight, heading tape, gimbal deflection, link/battery/flight-mode telemetry
  • Dynamic time-of-day system — continuous sun/moon cycle driving day, golden-hour, night-vision, and thermal scenarios
  • Environment — Nanite virtualized geometry, Lumen global illumination, and a PCG-generated pine forest

Tech stack: Unreal Engine 5.7 · C++ · Nanite · Lumen · PCG · Enhanced Input

GeoUnity

Geospatial situational-awareness & planning platform — Unity 6, Cesium, Claude AI

Watch in 4K on YouTube A dedicated VR walkthrough video, recorded in a Meta Quest 3 headset, is coming soon.

GeoUnity is a geospatial situational-awareness and planning platform built in Unity 6 (URP). It streams the real world in 3D — Google Photorealistic 3D Tiles via Cesium — and presents it through three synchronized interfaces that all drive one shared core: a desktop command center, a standalone VR build for Meta Quest 3, and a natural-language AI command layer built on Claude. It is deliberately dual-use: defense mission planning and commercial urban/infrastructure planning.

  • Analysis — line-of-sight with elevation profile, GIS-style per-cell raster viewshed showing true occlusion behind buildings, antenna/sensor coverage from a mast height, and distance and area measurement
  • Planning — colour-coded markers (observation post / hazard / objective / POI), plus scenario save & load
  • Coordinates — live lat/long, MGRS grid reference, and surface elevation readout
  • Views — single view, command center with synced overhead map inset, off-axis multi-camera panoramic video wall, and continuous zoom from street level to the whole Earth in one coordinate space
  • AI — plain-English commands fly the camera, run analyses, and place markers, calling the same operations the desktop and VR interfaces use

Tech stack: Unity 6 / URP · Cesium for Unity · Google Photorealistic 3D Tiles · OpenXR (Meta Quest 3) · Claude API · C#

Built by Joshua Chapman