Wellington, Wellington, New Zealand
As a videogame engineer, I enjoy working on a wide range of complex problems and come up with an elegant solution that technically combine both performance and readability/maintainability, all the while providing fun and memorable experiences for the player.
Into the Dead: Our Darkest Days, for PC/Steam, made with Unity: > Part of the lead team since early pre-production, as tech lead > Pre-production: help fast prototyping to prove concepts, involved deeply in shaping up the game vision and direction, research solutions to technical challenges, help finding a path to market > Production: establish a strong framework, architecting both the codebase and the DevOps, to help hit our targets on a game which has a lot of “new” for PikPok > Orchestrate the programming team and its role within the project, managing up to 8 programmers, and helping them grow through this ambitious project > Participation in every aspect of the development, either as technical design helper, code reviewer, or implementer Greedy Cats, for iOS/Android, made with Unity: > Responsible to turn a fairly well featured prototype from design into a releasable PikPok Game > Small team of 4, aiming for fast turnover > Adding plenty of webservices,subscription, analytics, user saves/load, and a few game features Unreleased iOS real-time 4-players coop game, made with Unity: > Part of the pre-production team, help establishing the game vision and technical framework > Research and development around a rollback networking solution interfacing with Unity > Produce technical documentation, improving studio knowledge around multiplayer, despite this specific project losing funding > Development of gameplay and game feel, around camera, controls, attacks, dodge and hit react etc.. Zombie Rescue Squad™, for -short-lived- Snapchat games, made with PlayCanvas: > Realtime multiplayer drop-in drop-out game made by a small team > Client in Javascript, server in Go > Focus on optimization of both graphics and multiplayer layer, game flow, and some gameplay implementation Rival Stars® College Football, for iOS/Android, made with Unity: > Working on maintenance and evolution of the title: > Addition of subscription, updating live events backend and matchmaking
First employee of newly created studio, subsidiary of Climax Studios : > IT and Admin setup > Laying down project management processes > Involvement into building the work culture Towers for Tango, for Google Tango : > Developed base architecture in Unity : Application layer with scene management, MVC pattern for top level gameplay entities, base persistent data framework (save). > Contribution to the gameplay, bug-fixes and optimizations. > Project management, running Agile/Scrum methodology with 2-weeks sprints for quick iteration on playable build, leading three fellow coders and coordinating with remote artists. View-Master® TMNT VR, for Google VR : > Developed technical framework in Unity/GoogleVR SDK, and a large portion of the gameplay. > Sole programmer on the project until delivery of the first playable prototype : implementing all base gameplay systems needed for a vertical slice of the game. > Supporting artists to achieve the look and feel desired (shader, tech art) > Handling of project management, managing four remotes artists while being sole programmer, before being joined by other coders and a designer. > Setup base level design for most of the missions. Unreleased GearVR experience : > Prototype in UE4 before switching to Unity for performance reasons. > Scene management, setting up lighting schemes, processes and guideline for artists, writing optimized shaders etc.. > Profiling and optimization. ARISE, game demo for iOS ARKit : > Creator of the original concept, project lead, designer, level designer and programmer lead. > The demo was showcased by Apple to the press, among 8 selected apps illustrating ARkit capabilities (see coverage bellow) > Made with Unity + ARKit plugin, ARISE demo went from concept to end in 2 month only (the demo was one level but 2 more levels introducing more mechanics were already in the pipe at the time of press showcase)
ICE AGE Adventures, on iOS/Android : > Lead Programmer of a team evolving between 7 and 12 coders : tasking, planninfication, time estimate . run the team using Agile/scrum methodologie, putting in place a physical task board, responsabilising and implicating the team members. > Working on 7 consecutive updates of the game an planning for the 2 next following > Optimise processes within the team, providing continuous delivery solution for production, and working closely with design/art > Hands on every aspect of the game. Country Friends, on ios/Android : > small help to integrate a gameloft online service into the game. Unreleased project, on ios/android : > Working as senior developer on Unannounced project > Responsible for key features of the game > Improve existing code base and data management
MY LITTLE PONY - Friendship is Magic, on iOS/Android : > Working on 6 consecutive updates of the game. > Hands on pretty much every aspect of the game : UI, gameplay, connection with gameloft online services, production of builds and DLC, evolution of some core parts of the game. > Liaising with design and art, responsible for evaluating design document and translate it in coder tasks > Sorting and assigning bugs ICE AGE Adventures, on iOS/Android : > Help debugging during the last rush for first release. > Take the Lead role after the 1st release
Corrective and upgrade maintenance upon the “configuration system of telecontrol equipement on field” for the Electricity Transmission Network. Development environment: working station under windows, test and development platforms under Redhat UNIX. Eclipse C/C++, subversion, Oracle database, Tora, cygwin, bash, gvim, Qt and Motif GUI. Learning of the Capgemini quality management system: analysis and quantification of customer requests, technical notes and software design documentation, qualification programs and file delivery records, use of Redmine project manager, etc...
> Production of three “Game Master Candidate”: introduction of the Nintendo “lot checks” and programmer guidelines. Use of test/debug games console, and other tools provided by the manufacturer. Wanted Corp, self-produced, on PS3, release planned for autumn 2010: > Working on one of the two main characters: Development of a system of magic spell, management of controls and moves, setting-up of a telekinesis power using PhysX, handling of animations… The Garfield Show, self-produced, on Nintendo Wii™/PC, release in 2010: > Regarding this party game, development of the “gameplay” of three “minigames”: management of camera, controls and characters, setting-up of AI allowing to play with only one human player, particles Fx adding… > Use of the Wii Motion Plus and Wii Balance Board: Development of the game engine to deal with these accessories, new gaming feature available.
Working on distinct games : SPRay™, self-produced, on Nintendo Wii™: > Addition of a first-person sightseeing view mode: handling of camera matrices and vectors to switch between the two views. > Addition of a help for finding the path: particle Fx, use of a spline for ideal path. Cyberbike™ Cycling Sports, produced by BigBen, on Nintendo Wii™: > Development of the “Gameplay” of one vehicle: animation of 3D object, implementation of the interactions between the game and the player. > Production of the game menus, and setting-up of the main process of the game: management of matrices of buttons, menu sequences, backup, etc.