Creative software engineer with 12+ years of experience in game development. Skilled at writing clear, efficient code that is easy to maintain and extend. Experienced working within small and big teams on various game genres.
Work Experience
Unity Technologies
Senior Software Engineer (Consultant)
Senior member of the Unity Studio Productions team (customer facing)
Worked on the Android version of UNBEATABLE. Optimized performance to run at 60fps. Moved the build pipeline to Addressables to enable Play Asset Delivery.
Helped port Phasmophobia to Xbox Series X and PS5, optimized overall performance and wrote CI/CD tools to interoperate with Unity Build Automation
Reduced loading times by 50% for The Sandbox metaverse project by hiding latency to the HTTP API using async tasks and multithreaded data processing
Optimized the server performance and memory footprint for Book of Travels and reduced AWS server costs by 70% using build time custom tooling
Lead the UI effort for a mobile game project in pre-production and developed an innovative data-binding library with fully serializable state and live reload
Worked on a multi-year full rewrite of the Dofus MMORPG from AS3 to Unity
Added native support for up to 8 controllers to the Unity engine using the Windows.Gaming.Input API to help Gang Beasts achieve performance targets
Ubisoft
Gameplay Programmer (R&D)
Designed and implemented fire, oil and poison systems for Assassin's Creed Origins
Prototyped a malware spreading gameplay system for Watch Dogs: Legion
Consulted on systemic gameplay concepts for various projects, from general presentations to advanced design discussions and workshops
Developed a generic data analysis tool recording full sessions of gameplay in a memory compact, database friendly format. Used to compare worldlife metrics of several games (including some from the competition using modding tools)
Prototyped navigation schemes in virtual reality with a focus on user experience and reduced motion sickness
Gameplay Programmer (Internship)
Developed innovative production tools using projection mapping and mobile devices to help design the logic of open-world AAA games
Explored tools and techniques to improve mobile prototyping iteration speed
Spiders
Tools & UI Programmer (Internship)
Developed a real-time debugging tool for character animation blending
Added UI logic and integrated assets for the game Bound by Flames
Eugen Systems
Gameplay Programmer (Internship)
R&D for an advanced physics-based simulation in Wargame: European Escalation
Worked on procedural animations for the 300+ mechanical units in the game
Projects
Inis Rún
Narrative Puzzle Game
Play as a small robot stranded on a mysterious island, trying to reveal its secrets and recover its memories
Teaches programming through a custom language based on runes (glyphs)
Inspired by array oriented programming languages like APL and UIUA
Homoiconic function definition (SoA datatables instead of arrays) and stack-based execution model