I'm interested in writing C++ backend (engine) systems and would like to grow to be an Engine Programmer.
The Tomorrow Engine is a custom cross platform C++ turn based stratergy engine with the focus on implementing deterministic card games with flexible gameplay scripting using Lua.
Engine Programmer, Gameplay Programmer
Lua Scripting, Online Crossplay Multiplayer, Event/HTTP/UI handling with PS4 Support.
11 Programmers, 5 Designers, 8 Artists and 1 Producer
16 Weeks - February to July 2019
Custom Engine: Tomorrow Engine
Provided the Lua gameplay scripting API which resulted in 30+ cards effects to be producedby designers.
PlayStation 4 Support
Most of the custom engine's code was usable and tested on both platforms (PC/PS4).
Provided core engine architecture planning and execution together with others.
This project is a 32 week long VR project produced in Unity with non-Euclidean spaces and only room-scale movement currently in development.
Tools / QA Programmer
Non-euclidean spaces, custom Unity Editor tools, room-scale VR, unit testing and continuous integration.
14 Designers, 5 Visual Artists and 6 Programmers.
February 2020 - Ongoing
Unity - 2019.2.12f1
Providing development tools
Improving and providing production tools for designers to design and playtest levels efficiently and effectively.
Estabilishing continuous integration
Organising the Jenkins and Steamworks building process for continuous deployment and faster iteration times.
'Skye' is an open world exploration game in which you are a seaplane pilot in the Scottish Hebrides. You will be completing missions and dog fighting against enemy planes.
Tool Programmer, Gameplay Programmer
Unity DOTS, Data Oriented Design, Jenkins, Perforce and Steamworks
September 2019 - January 2020
9 Programmers, 12 Designers, 8 Artists and 1 Producer
Unity - 2019.2.11f1
Utilised upcoming Unity DOTS entity package to prototype quest systems and gameplay behaviour.
Assisted designers by teaching Unity scripting in C#.
There is an archive of projects I have worked on, ranging from game-development, web-development, game jams and anything related to programming. If you're hungry for me, take a look!
Modern C++ 11 to 17
My preferred language used for game (engine) related projects. Ranging from developing gameplay features, network code, working on front and back end systems.
C# 4.0 to 7.0
All of the Unity projects I have worked on are writen in this language which are all sorts of gameplay features. Next to that I have written small tools for myself.
The first years of me 'programming' was by using Lua, which has stayed around with me to be used to allow for gameplay scripting in engines I have worked on.
Mainly used to create web-end server functionality to give the game more flavour such as leaderboards, data gathering and setting and logging into a game server.
Within or for a team I ensure that my communication is on a level that is expected and ask and provide whenever this is would be required.
Every project has many oppertunities to learn something different or new about a subject you know. This is why I take any challenge to give myself new knowledge to use in a project.
When working in a team I want myself to be a person people can rely upon, always being open for feedback, questions or opinions to share on a professional or casual level depending on the situation.
I can delivery what others want based on requests and expectations, but to really get the most value out of my work I ask frequently for feedback on my progress and experiences on my deliverables.
Dealing with blocks or setbacks requires a healhty amount of dedication and willing to not give up. I always try to find a solution to a problem by doing research and proper debugging.
Unity 3D Engine
Oculus Rift VR DK2
Samsung Gear VR
Starting off with scripting in games when I was fourteen, I loved to create experiences for friends and later for increased audiences. After gaining some experience in web/app development I switched towards gameplay programming.
Now I am a Game programmer with a range of programming skills and game-development experiences that I have gained while working on a range of games together with a multi-disciplinary team and on my own.
During a project I have built frameworks, organized production pipelines, created development tools and with implemented game features with a focus on maintainable and modular code.
Website created by Jesse Roffel.