Ever since I was young, I have been fascinated by video games and computer technology. Through the years I have spent much time building video games from which I gained a lot of invaluable experience. Since 2005 I have been doing game development professionally and have been involved in building gameplay systems for the Overlord franchise. Currently I am broadening my horizons and looking for new game development projects to participate in.My professional skills include:
My personal time is devoted to: video and board games, movies, reading, science fiction, fantasy, anime, and outdoor running.
Working on undisclosed title.
Overlord (PC, Xbox 360) and Overlord: Raising Hell (DLC)
Overlord 2 (PC, Xbox 360 PS3)
Various aspect of gameplay programming such as combat mechanics, agents navigation, physics/collision, avatar auto-aiming, perception, performance optimization, and tooling.
Development of a flexible tool-chain for fully automatic computer language and legacy systems conversions using in-house developed parser technologies. Most notable projects: Cobol to PL/SQL conversion (IBM/CICS to Oracle).
Wrote a PacMan clone in Java as part of a summer job.
I did my graduation project for my bachelors degree at Euro-partners Informatici - New Media (8 months) and continued to work there until I started university. For my graduation project I wrote a real-time software renderer in Java (JDK 1.1) based on technologies used in iD software's Quake engine (BSP trees, polygon rasterization, texture mapping).
I am familiar with a broad range of programming languages and APIs but have mainly focussed on object-oriented languages such as C++ for the last 10 years (object oriented programming and templates are very well suited for gameplay programming in my opinion). In my past I have also done a lot of low-level assembly coding which I find invaluable for solving all sorts of optimization issues.
Expert: C/C++, Z80 Assembly
Knowledgeable: Java, Pascal, BASIC
Introductory: Lisp, Prolog, Cobol, Lua
Graduation project: Efficient obstacle avoidance using autonomously generated navigation meshes (game technology).1992 - 1999
Graduation project ('with honor'): real-time software rendering in Java (game technology).