Kristofer Schlachter

Kristofer Schlachter

Founder at Gotham Wave Games

Greater New York City Area

Current
  • Founder at Gotham Wave Games
Past
  • 3D/Virtools Programmer at MTV Networks/Nickelodeon Online
  • Game Development Contractor at Large Animal Games
  • Freelance 3D Game Programmer at Scifi.com - Battlestar Galactica Mini Series
  • SUI (Sculpture User Interface) at Michael Reese
  • Director of Technology at Broadway Interactive Group/Burlybear Networks
Education
  • New York University
  • Tulane University
Connections
160 connections
Industry
Computer Games
Websites

Kristofer Schlachter’s Summary

Founder of Gotham Wave Games, a company specializing in fluid dynamics for games. The technology is scalable all the way from Nintendo DS and Flash to Consoles and multi-core PC's.

In the past I have been a game and graphics programmer specializing in 3D game engine design and construction, procedural content generation and artificial intelligence.

A previous project I worked on was small footprint custom 3D game engine that runs in a web browser as an xtra to the shockwave player.

Kristofer Schlachter’s Specialties:

3D Graphics, Physics, Computational Fluid Dynamics, AI, Procedural Techniques.


Kristofer Schlachter’s Experience

  • Founder

    Gotham Wave Games

    (Privately Held; 1-10 employees; Computer Games industry)

    November 2007Present (1 year 2 months)

    Gotham Wave Games is an independent games company that will focus on procedurally generated content for both art and gameplay. Its game development skills are also available for hire.

  • Game Developer - Hired as Gotham Wave Games

    Worldwide Biggies

    (Privately Held; 11-50 employees; Entertainment industry)

    November 2007June 2008 (8 months)

    WWB hired Gotham Wave Games to help them develop various downloadable games.

  • Programming Contractor

    Kaos Studios/THQ

    (Privately Held; 51-200 employees; Computer Games industry)

    April 2007November 2007 (8 months)

    Contract programmer working on game Frontlines: Fuel of War. Working in C++/Unrealscript in the Unreal 3 engine on Xbox 360 and PC.

  • 3D Engine Programmer

    MTV Networks - Online Game Group

    (Public Company; 5001-10,000 employees; Online Media industry)

    May 2006April 2007 (1 year)

    Created game technology for web browsers. Created a low footprint (~400KB) 3D Game Engine that fit into the shockwave player, used the same techniques to embed an intellivision emulator into shockwave as well.

    The 3D Engine is fully data driven and has a complete toolchain, physics, AI, collision detection and animation system. It used DirectX 8 for rendering and Newton Dynamics for physics. I was the sole programmer on the project.

    The game that was created using this engine was call Reno 911 Paintball and can be found on ComedyCentral.com.

  • 3D/Virtools Programmer

    MTV Networks/Nickelodeon Online

    (Public Company; Online Media industry)

    September 2004May 2006 (1 year 9 months)

    Worked on all things related to 3D gaming on the Web. Created a shockwave preloader that gathered 3D video card data and stored the results in a database. Wrote software that analyzed that data to determine what kind of hardware spec Nickelodeon Online should target for their games.

    Wrote various Virtools demos and games for Nickelodeon Online which includes Nick.com and NickJr.com. One demo included a procedural city generator. It created virtual cities based on parameters that the user set before running the application. It could create a vast city in minutes.

  • Game Development Contractor

    Large Animal Games

    (Privately Held; 1-10 employees; Entertainment industry)

    March 2004September 2004 (7 months)

    Was a contractor that extended an isometric engine into a platformer engine. All actor movement was in the physics engine. Also extended the engine to have the game space a musical staff. So the location of an item and its representation represented pitch and duration of a MIDI note. The game that was eventually made with the extended engine was called Noterunner.

  • Freelance 3D Game Programmer

    Scifi.com - Battlestar Galactica Mini Series

    (Public Company; Animation industry)

    June 2003March 2004 (10 months)

    Battlestar Galactica Miniseries FPS shockwave 3D game. Created a level editing system in 3D Studio Max. Created tools to import skeletal animation data. Implemented custom collision detection and character physics. Created a simple but effective npc AI based upon steering behaviors.

  • SUI (Sculpture User Interface)

    Michael Reese

    (Privately Held; 1-10 employees; Arts and Crafts industry)

    October 2002February 2004 (1 year 5 months)

    Created software for the Artist Michael Reese and Don Guarnieri that allowed a user to type in letters and have the software generate a branching sculpture. The application could use a library of different shapes and map them to letters. Each letter had properties that could change the way the sculpture branched and grew.

  • Director of Technology

    Broadway Interactive Group/Burlybear Networks

    (Privately Held; 11-50 employees; Entertainment industry)

    November 1999June 2002 (2 years 8 months)

    Managed the technology of a streaming video website. Managed servers and bandwidth, managed client programmers, created web applications and games.


Kristofer Schlachter’s Education

  • New York University

    Graduate Computer Science

  • Tulane University

    History


Additional Information

Kristofer Schlachter’s Websites:

Kristofer Schlachter’s Interests:

procedural content generation, fluid dynamics, numerical methods, triathlons

Kristofer Schlachter’s Groups:

IGDA

  •    MMOhub.org; Online casual (MMO/RPG) Games
  •    Casual Games
  •    Game Developers

Kristofer Schlachter’s Contact Settings

Interested In:

  • consulting offers
  • new ventures
  • expertise requests
  • reference requests
  • getting back in touch

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