Software Engineer II
2020 - PRESENTElectronic Arts- Improved the AI behavior tree tool for Frostbite engine customers by adding new features, proposing improvements, and keeping documentation up to date.
- Handled customer requests from different timezones through dedicated channels, creating tickets, resolving bugs, and reporting to them.
- Refactored the code to remove code duplication and continuous integration on the main branch.
Technologies: 3D Games, C++, C++14, C++17, C#, C#.NET, Managed Extensibility Framework (MEF), Artificial Intelligence (AI), Perforce, Jira, ConfluenceSenior Game Programmer
2017 - PRESENTGameloft- Worked on gameplay, AI, and shaders for Modern Combat: Rogue League.
- Re-engineered 75+ classes to implement objects pool to eliminate micro-freezes.
- Reduced memory leaks from 100+ MB per level to 0 MB.
- Developed a goal-oriented planning AI system to replace state-machine-based logic.
- Collaborated closely with producers, animations, and sounds to implement different gameplay features.
- Collaborated with QA and data tracking teams to implement data tracking in the game.
- Developed various shaders like LUT, aiming, and character highlighting.
Technologies: Unity, C++14, Unity3D AI, Algorithms, Artificial Intelligence (AI), Game Tools Development, Unity3D GUI Development, 3D Games, Game Development, Subversion (SVN), OpenGL ES, XML, Lua, Unity3D, C#, C++Senior Unity Developer
2020 - 2020Freelance on Toptal- Defined and updated MVP plan regularly (five sprints plan).
- Created a layer over house generation asset to extend the functionality to control individual rooms/floors/buildings.
- Developed one-to-many Dijkstra-based piping system.
Technologies: Unity3D, C#, AlgorithmsSenior Unity Developer
2020 - 2020Freelance on Toptal- Ported the project to Android and reduced build size to less than 100 MB (40% size reduction).
- Integrated Amazon's Polly and created a tool to generated audio files from lesson files.
- Updated game's text-to-speech from runtime to cached files system.
Technologies: Unity3DUnity Developer (Remote)
2016 - 2017Forgotten Mines- Integrated Gameroom and Steam authentication in the game.
- Kept the game up to date with the latest SDKs from SendGrid, Facebook, and Steam.
- Designed and implemented invitations and rewards system (full-stack development using Azure).
- Implemented the following shaders: Planetarium ocean, clouds, and lava.
- Worked on various client-side features.
- Completed code reviews and peer-to-peer reviews.
Technologies: Unity, Algorithms, Unity3D GUI Development, 3D Games, Game Development, Subversion (SVN), Universal Windows Platform (UWP), Steam, Facebook, SendGrid, Azure, Photon, Unity3D, C#Unity Lead Programmer
2014 - 2017Penta Value- Designed and fully implemented nine Unity3D projects (3/2D apps/games) and helped to ship another two.
- Developed a Kinect v2 Avateering wrapper used in five projects and a Kinect Framework used in four projects.
- Explained to potential investors how to monetize existing projects.
- Handled communications with freelance 3D artists to cope with project requirements.
- Managed the hiring process and ramping up for two junior developers and introduced them to existing projects.
- Conducted code reviews for fellow developers.
- Worked with iOS, Android, and back-end developers to deliver RoboApp, a cross-platform native application building system.
Technologies: Unity, Unity3D Pathfinding, Algorithms, Artificial Intelligence (AI), Game Tools Development, Unity3D GUI Development, 3D Games, Game Development, Git, Subversion (SVN), Augmented Reality (AR), Virtual Reality (VR), Microsoft Kinect, Unity3D, C#UE4 Developer (Remote)
2014 - 20152ndborn- Created a 3D multi-layered platforming demo.
- Handled the technical side including repo setup, introducing team members to version control, and how to organize assets and animations.
Technologies: 2D Games, 3D Games, Game Development, Git, C++, Unreal Engine 4C++ Game Programmer (Remote)
2013 - 2014Modern Entertainment HQ- Developed reinforcement learning-based AI that could adapt to any player style in less than five battles.
- Developed multi-tier behavior trees that integrated with ML-based AI.
- Enhanced engine memory consumption during load by ~75%.
- Developed multi-scene editing feature to our engine.
- Developed mini-map shader.
Technologies: C++14, Machine Learning, Algorithms, Artificial Intelligence (AI), 3D Games, Game Development, Git, DirectX 11, C++