I write performant, easy to follow and self describing code. I enjoy working on engaging gameplay systems that brings joy to the player while learning from the best around me.
Working at Massive Entertaiment - A Ubisoft Studio as a Gameplay Programmer on Avatar: Frontiers of Pandora.
Internship at Triumph Studios as a Gameplay Programmer. I was responsible for implementing new gameplay systems, interfaces, and features writing in both C++, C#, and XAML.
Intern Gameplay Programmer
September 2020 - June 2021
Implementing gameplay systems, porting & creating Interfaces, assisting with architecture.
VR Room-scale movement project which was released after 32 weeks on Steam. Using non-Euclidean spaces to traversal through all levels and puzzles linearly.
February 2020 - June 2020
Tools Programmer, Gameplay Programmer
Editor Tools, Gameplay features, continuous build pipeline, and quality assurance.
The Tomorrow Engine is a custom cross-platform C++ turn-based strategy engine with the focus on implementing deterministic card games with flexible gameplay scripting using Lua.
September 2018 - July 2019 (24 weeks)
Engine Programmer, Gameplay Programmer, Network Programmer
Lua Scripting, Online Crossplay Multiplayer, Event/HTTP/UI handling with PS4 Support.
There are more projects I have worked on, ranging from game jams to self study endeavors.
Visit my GitHub for my open-source projects or check the chronological Timeline containing all projects I have worked on.
While working in the game industry I mainly make use of C++ and C# as these are currently the most popular lanuages. I am however aiming to grow towards other newer languages such as Rust to gain general programming insights.
C++ 11 to 17
C# 4 to 7
There are some other programming and scripting languages I have picked that I don't use professionally but still like using
To be an effective communicator I ensure that what I say is professional, inclusive to others, and received well by others. I aim and always want to be approachable and a reliable team member.
Every project has many opportunities to learn something new. My interest in game programming is wide and where possible I want to take opportunities to learn new skills.
I want to be a colleague others can rely upon, always being open for feedback, peer programming, and opinions to share with a setting that suits the situation.
I see constructive feedback as valuable information to become better as a professional. To grow as one I frequently seek feedback on my deliverables and collaboration quality for others.
Dealing with blocks or setbacks requires a healthy amount of dedication and willingness to not give up. Where logical I will strive to find a solution or I raise awareness of a problem with the team.
As I am developing Games, work on Software, or collaborate with a team, there a bunch of tools that frequently are required to be used. Here a few I have been using in that I want to highlight:
As a Game Dev I have been responsible of handling and using SDK's, build software towards consoles and specific hardware.
Xbox Series X
Oculus Rift S
Samsung Gear VR
Starting 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 multi-disciplinary teams and on my own.
During projects, I implemented game features in collaboration with team members, created development tools, and extended game architecture pipelines with a focus on maintainable and self-explaining code.
Website created by Jesse Roffel