I’m Noam, a Unity game programmer with 13 years of experience building games across desktop, console, and mobile. I specialize in gameplay systems, AI, and performance optimization, with solid C# knowledge and experience with characters, cameras, input, UI, AI, networking, tools, optimization, and more. Familiar with Perforce/Git(hub)/Svn/Diversion, Jira/Trello. I love tackling tough technical challenges at any stage of development and collaborating with artists, designers, and engineers to create engaging experiences. I’m always eager to learn new tools and techniques and to contribute directly to entertaining, innovative games.

Noam Weiss

I’m Noam, a Unity game programmer with 13 years of experience building games across desktop, console, and mobile. I specialize in gameplay systems, AI, and performance optimization, with solid C# knowledge and experience with characters, cameras, input, UI, AI, networking, tools, optimization, and more. Familiar with Perforce/Git(hub)/Svn/Diversion, Jira/Trello. I love tackling tough technical challenges at any stage of development and collaborating with artists, designers, and engineers to create engaging experiences. I’m always eager to learn new tools and techniques and to contribute directly to entertaining, innovative games.

Available to hire

I’m Noam, a Unity game programmer with 13 years of experience building games across desktop, console, and mobile. I specialize in gameplay systems, AI, and performance optimization, with solid C# knowledge and experience with characters, cameras, input, UI, AI, networking, tools, optimization, and more. Familiar with Perforce/Git(hub)/Svn/Diversion, Jira/Trello.

I love tackling tough technical challenges at any stage of development and collaborating with artists, designers, and engineers to create engaging experiences. I’m always eager to learn new tools and techniques and to contribute directly to entertaining, innovative games.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner

Language

English
Fluent

Work Experience

Unity Engineer at E-Line Media, LLC
January 21, 2019 - January 31, 2026
-Created gameplay systems for interaction, content unlocks, minimap, and more -Implemented a new workflow for massive amounts of fish and corals using the Job System and compute shaders -Supported artist/designer tools and post-launch content updates (Photo Mode, activities, and Dive-In Theater) -Drove performance optimization, and platform fixes to meet mobile constraints, on Beyond Blue -Prototyped VR character movement and interaction -Prototyped for other projects, including character controls, animation, avatar swapping, floor visibility, stealth/detection, world map, mini-games, and stylized cutscenes -Contributed to Endstar from Endless Studios with ranged combat improvements, object pooling, and some camera and gameplay fixes
Unity Content Developer at Udacity, Inc.
March 1, 2017 - July 31, 2018
-Created Unity simulators from Asset Store environments -Implemented code-driven movement controls and networked with Python clients for Robotic and Flying Car Nanodegree programs -Collaborated with subject experts to design and test experiences that reinforce course concepts
Lead Engineer at PigDog Games, LLC
July 1, 2016 - November 30, 2018
-Prototyped and developed gameplay, controls, networking, UI (code), inventory, equipment, and more for The Misfits (3rd person arena shooter) -Collaborated with art/animation/design and created tools to add game modes, pickups, and character and weapon presets -Integrated Steamworks networking, inventory, chat, and storefront -Managed Perforce versioning and project organization
Unity Engineer at Rocketeer Games, LLC
July 1, 2013 - January 31, 2017
-Assisted with major update to Red Crucible (1st/3rd person shooter) including UI overhaul, new arenas and gameplay mechanics, vehicle combat, and migration from Unity 3.x to 4.x and later to 5.x -Created client-side framework for Mystery Boxes (loot crates), Achievements, and more -Worked with artists to integrate new art and optimize performance -Assisted with development and optimization of Red Crucible Reloaded, including WebGL deployment -Prototyped gameplay and networking for unreleased title
Independent Programmer at Independent
July 1, 2013 - January 31, 2015
-Took over development of iOS game FLOMM! THE BATTLE For MODERN 1923 and brought the project from prototype state to release on iOS App Store -Worked with graphic designer S. Mehallo to realize his vision, and balanced design goals with hardware constraints

Education

BS in Game Art and Design at Art Institute of California, Sacramento
January 1, 2009 - January 1, 2013

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner