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Summary

Game Development Engineer offering over 9 years of working experience providing game development services utilizing Unreal Engine 4/5. I have experience working in a teams with roles including artists, testers, designers and others, and working to meet their specific needs. My skills also include knowledge of almost every aspect of game development with a primary skill in programming (Blueprints/C++) (including but not limited to 3D art, user interfaces, visual effects, gameplay systems, project profiling and optimisations (network,logic, and/or graphical), game frameworks, server backends, game frontends, level and general game design, as well as deployment and testing), I also create in-editor dev tools to assist with rapid asset creation.

I've been interested in game development since young age,I've made a number of simple games, and managed private online servers (including  creation of custom game launchers featuring patching and updating) for MMORPGs (such as World of Warcraft and Archlord) before I started studying Software Engineering.

In my 3rd year of formal studies I started learning UDK(Unreal Development Kit, later Unreal Engine 4/5) in my own time, and started to develop Unreal Marketplace Assets(which led to career in freelancing) as well as my own personal project, Skyland of Arnythos.

Due to requirements of my own and client projects, I've been learning all aspects of game development including multiplayer development, and even visuals such as particle effects, post processing, 3D modelling, texturing, material (and basics of shaders) development and their optimisations.

In spare time, I play electric guitar, and recently Ive also started to study motion capture for games using multiple motion sensors

I'm bilingual, fluent in Czech and English (written and spoken)

Education

BSc (Hons) Software Engineering

20112015
Staffordshire University

Study modules also included topics such as Database Management, Physics and AI in Game Engines, and Design Patterns,  as well as various programming languages (C, C++, C#, Java, SQL, Python, PHP and HTML)

Work experience

Lead Programmer

2017present
Feral Computing LTD

"Feral Computing" is my own private studio which provides freelance services (programming focused rapid game development in Unreal Engine) to game developers to help them realize their projects.

Work varies per client basis, some are complete projects from start to finish, some are demos, others are implementing systems into projects already in development

We also provide assistance with discovering performance bottle necks and providing possible solutions to them.

We also have an inhouse development going on , currently developing action RPG game called Skyland of Arnythos
.

Development at "Feral Computing" utilises combination of c++ and blueprint assets, as well as SQL,PHP,python or similar scripting language where required
(A list of some of the projects I was involved in are detailed below)

Gameplay Programmer

20222023
False Prophet

Working with Unreal Engine 5 on a Turn-based RPG called Beast (see Projects Section).

My daily tasks vary, ranging from bug fixing, to feature implementation.
Primary focus has been on implementing full gamepad/controller support, including menu navigation and gameplay.

C++ Programmer

20192020
Grip Digital

C++ Generalist/Games Programmer

Tasks vary from day to day, ranging from Engine modifications to gameplay features.

During my time at Grip Digital I worked on in-house project as a Generalist/Prototyper, my work involved visual assets as well as C++ development (inc. networking elements)

I also worked on external client project, where my primary task involved porting project to consoles (inc. project optimisations, such as: creating console presets for graphical settings,  as well as profiling and optimising heavy parts of blueprint code to ensure playable framerates),ensuring "release" standards are met for target consoles.
These include but are not limited to implementation of console system hooks(for sleep/wake/pause/app switch etc.), proper UI navigation, implementation of loading/splash/start screen and similar

Generalist/Prototyper

20172019
1ST IMPACT GAMES LIMITED

Working on a first person shooter called All Contact Lost
Development utilises combination of C++ and Blueprint assets.

My tasks vary from day to day basis, ranging from Designing/Prototyping/Implementing new gameplay systems (with multiplayer functionalities), bug fixes, Q&A, assisting other team members with solution implementations, as well as other tasks such as AI, optimisations, and a
nimation programming.

Facebook: https://www.facebook.com/1stImpactGames/
Steam: https://store.steampowered.com/app/694870/All_Contact_Lost/

QA & Beta Testing

2014present
GBTN

Generally different project tested each session (some projects run across multiple sessions)

Working as a remote beta tester, work is as following:  Receive project info, during test session follow test procedure as described and record relevant data. At the end, fill in report form with data collected throughout the testing session.

Lead Programmer

20172018
Hyperion Studios

The project was a first person survival game called Journey of Life
Development primarily utilises Unreal Engines Blueprints

I was the only programmer on this project, my tasks included designing, prototyping and implementing core game mechanics and systems (from basic character movement to menus, UI, AI, various character systems, world interaction systems, and even techniques for level and object optimisations)

Freelancing and Marketplace Asset Development

20142017
Myself

As I was learning Unreal Engine and started to develop my skills, I started to produce gameplay systems for sale on the Unreal Marketplace. It was because of these gameplay systems, I was offered my first job, and I started freelancing, which has been my main source of income ever since. In 2017 I started my own company called Feral Computing, which provides my services to game developers all over the world.

(some of the projects I've been involved in are listed below)

Projects

Beast

20222023
False Prophet

Website: https://beastvideogame.com/
Steam: https://store.steampowered.com/app/1145630/BEAST/
Facebook: https://www.fb.com/beastvideogame/

BEAST is a dynamic and brutal gridless tactical turn-based RPG where moral choices during battle influence the gameplay. In a grimdark medieval world, torn by plague and military conflicts, you decide if you should exercise or exorcise your inner beast with dire consequences for you and your allies!

For this project my tasks included (but are not limited to):

  • Working with Animation Blueprints
  • Implementing Gamepad/Controller Support (for ingame and menus)
  • Implementation of Gameplay Features
  • Debugging and optimising existing code
  • Implementation of dismemberment system.
  • Refactoring

Riot (Unreleased)

20212022
Feral Computing - Client Project

(Multiplayer combat action game)

Project uses primarily Blueprint assets.

For this project some of my tasks include:

  • Implementing Firearm System
  • Implementation of Grenade/Throwable System
  • Implementing Reaction System (melee weapons bounce when hitting hard surface)
  • Development of Generic Gameplay Systems
  • VFX - PostProcess and Particle Systems
  • Animation logic (inc. blending locomotion with weapon/action/combat poses)
  • Modifications and additions to existing locomotion and combat systems
  • Network, Generic systems and graphical optimisations to ensure optimal framerate
  • Creation of basic development tools to assist level designer with gameplay elements

MMO Vertical Slice

2020present
Feral Computing - Client Project

(Vertical slice of a MMO RPG)

Project uses primarily Blueprints for development

For this project some of my tasks include:

  • Design and implementation of core basics (login/registration/character creation frontends as well as backends)
  • Design and implementation of Rest API + SQL database as server backend.
  • Implementation of core RPG game systems with network features (inventory, quests, professions, skills, abilities, progression, combat, NPC/world interaction)
  • Persistence of player progression data on server backend.
  • Profiling and general optimisations (primarily graphics and networking)
  • Assisting with usage of external visual assets
  • Deployment of client and dedicated server (creation of custom deployment scripts, server control scripts including basic server control via password protected web API)
  • Design and creation of in editor tools to help with asset creation (NPCs, Items, Abilities, Quests and etc.)

All Contact Lost

1ST IMPACT GAMES LIMITED

All Contact Lost is a team survival FPS set in future on the Moon.
(Multiplayer, supports 1-5 players in a team)

Steam : https://store.steampowered.com/app/694870/All_Contact_Lost/

Player takes on a role of a soldier who's task is to protect bases on the Moon from alien bug thread referred to as the 'Acari'

Player survives wave after wave of enemy hordes to progress and unlock new items such as weapons,armours, and various structures to help you defend your base.

Project is a combination of c++ core and Blueprint assets.

For this project some of my tasks were as follows:

  • Implementing Steam Overlay, and Steam framework functionality for online play
  • General Game Optimisations (in terms of visuals, level design, and logic)
  • Development of Generic Gameplay Systems
  • Multiplayer Lobbies and Matchmaking logic
  • Building Construction System (allows preview, and placement of structures, as well as their construction. Includes visual effects for blending between construction and finished structure states)
  • AI, Pathfinding and Navigation (as well as features such as certain enemies can climb over walls, certain enemies have special abilities, AI Also includes flying AI and Turret AI)
  • Animation regretting and character rigging
  • VFX - PostProcess and Particle Systems(had to create a particle system for large scale dust storm,simulate a sun eclipse, as well as handling screen effects while player is dying)

Unnamed - Fire Emblem Clone

20202021
Feral Computing - Client Project

Using Unreal Engine 4 Blueprints (in combinations with c++ for optimising certain routines).

My tasks for this project include:

  • Creation of grid based world (inc. landscape generation (using perlin noise), basic visual assets, landscape materials/textures and such)
  • Implementation of grid movement and combat using A*
  • Implementation of basic turn based logic
  • Implementation of AI
  • Implementation of Core and auxiliary systems (Main Menu and basic UI, ingame economy, player progression, character systems/traits, game saving, and data persistence between levels)
  • Performance Optimisations (pathing procedures rewritten in c++ to implement threading and improve performance, implementation of mesh instancing for common world objects)
  • Optimising visuals for mobile as target platform.

Skyland of Arnythos

present
Feral Computing

Facebook : https://www.facebook.com/skylandofarnythos
Portfolio: http://feral-computing.co.uk/portfolio.php?showpiece=59
Still in development, this is my personal project I've been working on solo for few years in my spare time, with plans to release (playable  demo available on request)

Skyland of Arnythos is an Open-World 3rd Person Fantasy Action RPG.
Developed in Unreal Engine 4, using combination of C++ core and Blueprints.
I personally designed and developed almost every single aspect of this project (some 3D Art has been purchased, as well as music and animations were not created by me).

Gameplay Systems Implemented Include (but are not limited to):

  • Movement (basic movement as well as advanced movement)
  • Inventory (anything item related, pickup/drop, inventory UI, consumables, equipment etc.)
  • Interaction(interactable objects in game world, such as treasures, doors, traps, NPCs)
  • Gameplay Events (level scripts/triggers for events, boss fights, and similar)
  • Character System (handling character attributes and their calculations for stats such as health, energy, damage, armour and similar)
  • Abilities (passive, and active abilities, handling cooldowns, actual ability logic)
  • Combat (extended combat system including various attacks, ability to block, ability to dodge, action interruptions, targeting system, as well as full AI implementation)
  • Artificial Intelligence (from enemies to friendly NPCs, AI is able to support dialogues, patrolling/wondering, combat (both melee and ranged including abilities, as well as strategic positioning using Unreal Engine's EQS (Environment Query System)(ranged enemies try to keep their distance, while melee enemies close in)
  • Quests (quest system supporting multiple quest types (kill x of unit Y, talk to NPC Y, collect x of item Y, discover location Y, etc.), as well as multi-stage/multi-task quests, with customisable rewards)
  • Dialogue (each NPCs can be given dialogue asset to use)
  • Animation Framework (logic for handling which animation should play when, as well as blending between various animation slots (for example, shooting bow while running blends locomotion with bow animation)
  • Game asset optimisations (number of assets come from outside sources, and were not game ready, and required modifications to mitigate impacts on performance)
  • Creation of Development tools to help with asset creation (item, ability, quest editors etc.)

Polyshooter

2018On Hold
Feral Computing - Client Project

Project is coded in Unreal Engine 4 using Blueprints, one of the projects that I've been working on from start (production on hold in favour of another project)
Multiplayer  FPS shooter(SP available with bots) similar to competitive shooters (such as Counter Strike), various gameplay modes (team deathmatch, free for all, objective capture)

My tasks for this project included(but were not limited to):

  • Creation of UI menu framework
  • Steam Implementation for online  gameplay
  • REST server backend to store player progress
  • Implementation of gamemodes
  • AI Design and Implementation (ai behaviour changes depending on available weapon, selected game mode, and current ingame stimuli. work included AI optimisation to ensure scalability up to 16v16)
  • Input and Controls
  • Weapon/Damage and related gameplay systems.
  • Multiplayer features (such as team balancing (fill empty slots with bots), server browsing etc.)
  • Visual and general optimisations to ensure stable framerates during large scale firefights
  • Animation Programming

Hoverbike Escape

20202022
Feral Computing - Client Project

Endless runner style Mobile (PC/Android/iOS), (Development has ended, Expected to release on PC first , and mobile next)

Created in Unreal Engine 4 using Blueprints.

Endless runner style game where player is riding on a scifi hover bike trough traffic and obstacles trying to get highest score possible. Collect coins, gain upgrades, unlock new characters and more.
I was working solo while communicating with the client on daily basis to meet their requirement.
My tasks for this project included:

  • Complete game creation (I was provided with endless runner template, and art assets)
  • Creation of user interface following template provided by client (main menu, ingame UI, pause screen, endgame screen, shop ui etc.)
  • Heavy modification of initially given game template to match clients requests
  • Traffic manager to handle spawning frequency of specified "car" actors as well as maximum number of cars to maintain constant performance
  • Random road spawning with customisable patterns and rules
  • Random obstacle generator
  • Gameplay Abilities (various abilities available to the player)
  • Character Controls
  • Creation of animations and related logic
  • Level Design (following clients requests)
  • Game optimisations (project was a pc/android game, I needed to ensure stable and playable framerate on a mid-range phone at time of production)
  • Custom achievement system with rewards
  • Online leaderboards using a rest server with sql database

Unnamed

Feral Computing - Client Project

Cube based open world sandbox survival, similar to games such as Minecraft

This project is still in development, using Unreal Engine 4 Blueprints.

My tasks for this project include:

  • Creation of cube based game mode (including creation of cube objects and their logic)
  • Construction mode allowing players to place/remove cube objects using an item
  • Cube World creator for map creation, allowing for saving/loading as well as placement of any specified block(developer feature, portfolio: http://awolf.feral-computing.co.uk/portfolio.php?showpiece=60
  • Allow addition of custom blocks with optional logic(developer feature)
  • Implementation of dungeon system with player limitation and grouping features
  • Implementation of party system
  • Performance Optimisations (game needs to handle 10000s of block objects at once, heavy implementation of multithreading and mesh instancing per "block type" was used to ensure stable framerates)

Other minor projects

Feral Computing/Myself

I also provide help and assistance to few smaller indie developers, answering questions regarding development, providing assistance with diagnosing bugs, graphical, visual and or any other issues, and providing knowledge and expertise on how to approach certain areas of development, as well as educating on some common practices (eg. use of source control, basics of project development life cycle, practices for file organisation, coding standards and similar.)

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