A well-rounded, management capable, lead gameplay programmer and designer specializing in performant movement, combat and ability systems for high unit count games.
I’ve spent the last 5 years working on creating and optimizing RTS game systems in Unreal C++. I was the team lead and was responsible for system architecture, infrastructure, game performance, code reviews, user interface, and more.
My true value comes from being great at actually crafting a game. Beyond just the code it takes understanding the vision, excellent communication, feature prioritization, release management, and design in order to deliver a game that is both great and finished on time.
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An ambitious RTS project aiming to be the next big spiritual successor to Starcraft and regarded by many as the most promising of the next generation of RTS games.
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