Game Programmer and Tech Artist with 3+ years of professional game programming experience, and 9 years of cumulative professional game development experience from AAA franchises to indie projects of varying team sizes from 10 to 50 people.
Experienced in C++ / Blueprint / C# in Unreal / Unity; rapid prototyping, building, maintaining, expanding game systems and plugins, implementing UI / UX, while cooperating with designers, artists, programmers, and producers; debugging, optimizing, bug fixing, as well as streamlining production by developing tech art tools and processes to make the workflow more efficient and user-friendly.
Career highlights:
• 9 years of gaming industry experience and 3 years of C++/C# experience.
• Built, maintained, expanded gameplay systems and plugins in C++ / C# using Unreal / Unity, and in-house game engines, following coding best practices and design patterns.
• Debugged and analyzed codes to develop thorough understanding of interconnected gameplay systems, and to resolve bugs and optimize performance.
Experience with: C++, Blueprint, Unreal Engine 4, Unreal Engine 5, UMG, Unreal GAS, C#, Unity, Lua, JSON, XML, Python, Visual Studio, Perforce, Azure DevOps, GitHub, Sourcetree, Bugzilla, HacknPlan, Trello, Maya, 3DS Max.
Shipped titles:
• Hangry
• Nobody Saves The World
• Need For Speed franchise (Heat, Payback, Reboot 2015, Edge, No Limits)
• Forza franchise (Horizon 2, Motorsport 6, Motorsport 5)
• Elite Dangerous
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