
Gameplay Programmer at Crytek
Frankfurt Am Main Area, Germany

Gameplay Programmer at Crytek
Frankfurt Am Main Area, Germany
I'm a generalist gameplay programmer eager to perfect the art of creating fun. I'm always eager to use a wide variety of familiar and novel technologies to create solutions, solve problems, and progress the state of the art around me.
I refuse to stand idly by and accept problems in the product, workflow, or toolset. Instead, I simply fix them.
C++
Gameplay design, prototyping, and implementation
(Privately Held; Computer Games industry)
November 2008 — Present (1 year 2 months)
Two unannounced projects (PS3 / Xbox 360):
-General gameplay code
-Network code
-Contextual actions
-Multiplatform crash handling
-Game design
-Researching and developing new technology, focusing on process improvements
-Jira plugin development
-Build process timings and improvements
-Proposed, designed, and created a tool that 200+ Crytek employees use in studios around the world
-Mentored junior programmers
-Phone and onsite interviews
-C++/STL, C#, Lua, Java
(Privately Held; Computer Games industry)
January 2007 — January 2008 (1 year 1 month)
Worked on the Xbox 360/PS3 title Dark Sector, specializing in:
-AI
-Networked inventory and weapons
-Moveable objects
-General gameplay code
-Build process improvements
-C++, Perl, Java
I designed, prototyped, and implemented Dark Sector's critically acclaimed dual-wielding system.
(Computer Games industry)
September 2005 — August 2006 (1 year )
Two 4-month programming internships for Cosmic Infinity (now Capcom Interactive Canada):
-Wrote 3 cell phone titles
-Wrote 5 in-house java applications
-Wrote an eclipse plugin
-Contributed to several other released titles and prototypes
-C/BREW, J2ME, Java
BCS , Computer Science , 2003 — 2008
2006 — 2006
1999 — 2003
Contributing to open source projects (Doxygen, LintProject, wxWidgets), playing and making games, cycling, singing, music
First place in Miovision's Computer Vision Contest March 2008