(Contract under an undisclosed studio)
Title: Lead Gameplay Programmer, Tools Programmer
Project Name: Fallout Shelter
Fallout Shelter is a simulation video game where the player builds rooms, battles against enemies/other players, and takes care of a population of dwellers.
- Performing research to understand the game code in its totality, and share my findings with the team through documents, and live presentations with slides/code.
- Conducted programming interviews.
- Decompiled required code, to obtain info we couldn’t get, to accelerate the dev time.
- Developed standalone and editor tools (in-engine) to prevent long-term issues and be able to meet deadlines.
- Decompiled tools .exe’s to restore apps projects in their totality (Managed code), so those could be able to be modified.
- Teaching my teammates about some basic differences between C# and C++.
- Bi-weekly’s 1-1’s with some of the teammates to solve any doubts and/or perform code reviews.
- Keeping up with new technologies and improving in-studio development procedures.
Title: Gameplay Programmer, Tools Programmer
Platforms: Unity3D (PC – Android – iOS)
Project Name: VoxelVerse (Vexi)
GALA Voxverse is a virtual world where players can own and trade unique NFTs, including characters, items, and land.
- Work on gameplay to implement various features such as character controller, and camera movement.
- Work on optimize the asset pipeline, and meshes tri count.
- Lead internal projects.
- Maya plugins (C++): Plugin to update old rig of 30k+ models to the animators' requirements, and another plugin to retarget animations to three types of skeletons, small, medium, and large.
- Learn new technologies and improving in-studio development procedures.
Title: Lead-Gameplay/Tools Programmer
Platforms: Unity3D (PC – MacOS – Linux)
Project Name: Clementine's Nightmare
Had the responsibility to lead a team to meet the requirements on time on a fascinating project. Tasks assignment, code reviews, mentorship on not so common subjects, meeting with the bosses to discuss deliverable dates, and adjust accordingly:
- Lead the team during the development and help the transition from prototype phase to full production phase.
- Implemented editor tools (in-engine) to take care of the content creation, and data management.
- Performed meetings with the bosses and clients to make sure feature delivery is on time and organized per importance.
Title: Gameplay/Tools Programmer
Platforms: Unity3D (Android - IOS)
Project Name: Pictawords
Had the responsability to help to modify a wordgrams mobile multiplayer game to make it singler player.
- Recreated part of the system for the level loading, and formatting, and refactor the existing pieces to fit them into the new requirement.
- Research to understand the existing codebase: Core classes had 500 - 3k lines of code on avg, more than 300+ .cs files.
- Making sure the game is running smoothly and it doesn’t crash due to high memory usage.
- UI implementation.
- Worked closely with the game designer to understand his vision, and discuss any design decisions.
- Worked closely with artists to make sure we have all the missing art pieces we needed.
- Tool programming to facilitate the level creation, and editing.
Title: Gameplay/Tools Programmer
Platforms: Unity3D (PC - MacOS - Linux)
Project Name: Antrio
Had the responsibility of implementing character controllers, AI, UI, animations and editor tools for the game.
- Worked closely with the team responsible for the gameplay mechanics were implemented properly.
- Set with the task of developing tools to extend tile maps and scene loading systems to accomplish the goal the studio had at the time in order for faster delivery between the tester and developers.
- Worked closely with artist to implement animations and assets as intended.
Title: Gameplay/Tools Programmer
Platforms: Unity3D (IOS/Android)
I had the responsibility to ensure all the gameplay mechanics were implemented properly, And on time. Also, empower the team with needed editor tools.
- Worked with the team responsible for the gameplay mechanics were implemented properly and on time.
- Set with the task of recommending what tools to use to accomplish the goal the company had at the time in order for faster delivery between the tester and developers.
- Used Unity3D to build the libraries and prototypes and worked closely with designers and QA.
Title: Gameplay/Tools Programmer
Platforms: Unity3D (WebGL)
As the main developer responsible for the title at this studio, I developed most parts of the game, working on gameplay, UI, and shading development:
- Worked in optimization to ensure the FPS wouldn’t drop and would make use of the hardware as efficiently as possible.
- Had to implement shaders to deliver the desire graphic results the digital artists were expecting.
- Responsible for extracting components of the game and making it modular to be shared across other games in a single drag-and-drop import.