I'm a developer who specializes in C++ Game Development I've worked for over 12 years in game development at small and large studios, and using 5 different engines. At three different studios I've used Unreal Engine to do gameplay, animation, and physics.

Alex Vyskocil

I'm a developer who specializes in C++ Game Development I've worked for over 12 years in game development at small and large studios, and using 5 different engines. At three different studios I've used Unreal Engine to do gameplay, animation, and physics.

Available to hire

I’m a developer who specializes in C++ Game Development

I’ve worked for over 12 years in game development at small and large studios, and using 5 different engines. At three different studios I’ve used Unreal Engine to do gameplay, animation, and physics.

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Language

English
Fluent

Work Experience

Expert Programmer at Beenox
June 1, 2025 - October 22, 2025
Expanded and maintained a cross-platform Hardware Configuration System, improving editor usability, debugging pipeline mismatches, and preventing bad data through validation. Also worked on Warzone Mobile memory optimizations by profiling assets, removing unused data, and tuning settings to balance quality and performance. Implemented codcaster features in Warzone 2, ensuring systemic consistency across platforms and versions.
Programmer at Blackbird Interactive
January 1, 2022 - October 22, 2025
Extended Unreal Engine to support a data-driven workflow and maintained the project in UE4 and UE5. Prototyped gameplay features such as projectiles, random distribution AOE abilities, and runtime terrain deformation (image-processing techniques like gaussian blur). Initiated quality-of-life features like dithering for objects blocking the camera view. Supported programmers through timely code reviews and editor QoL improvements.
Gameplay Programmer at Electronic Arts
September 1, 2019 - October 22, 2025
Plants Vs Zombies: Battle for Neighborville - Completed support for first party achievements. Debugged the scoring system, ensuring players were attributed points for deaths correctly and environmental deaths were handled. Improved weapon features by giving designers better control over distribution settings for grenade launchers (featuring a projectile that breaks into further projectiles).
Math and Physics Instructor at Vancouver Film School
January 31, 2020 - October 22, 2025
Part-time instructor for the programming stream. Taught Physics for Game Programmers covering projectile motion, useful trigonometry, basic collision detection, and runtime performance considerations.
Physics and Animation Programmer at Archiact VR
July 1, 2018 - October 22, 2025
Evasion VR - Worked on environmental destruction and scalable destructible elements, leveraging PhysX to extend the engine for better feature integration. Extended scalability settings to adjust the physics system based on user system capability and benchmarking. Supported NPC animation (biped, quadrupeds, rolling, flying, weapons, etc).
3C’s Programmer at Capcom Vancouver
July 1, 2017 - October 22, 2025
Unannounced Title - Responsible for controls, locomotion, and animation technology development in Unreal Engine 4. Extended the engine for AnimGraph nodes and a custom animation system. Supported integration of IKinema for inverse kinematics, and its use in-game. Created a layered input system to support changes in controls. Implemented support for complex button combinations, and extended the editor so the feature was designer-friendly.
Physics Programmer at Gamebase USA
October 1, 2014 - October 22, 2025
Updated the Gamebryo engine from Nvidia’s PhysX 2.x to PhysX 3.x requiring a significant refactor. Created tools for programmatically authoring Nvidia's APEX destructible assets.

Education

M.Sc Physics at McMaster University
September 1, 2008 - January 1, 2010
B.Sc Physics & Mathematics at University of Windsor
September 1, 2004 - September 1, 2008

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment