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)
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)
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)
"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)
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++ 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
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 animation programming.
Facebook: https://www.facebook.com/1stImpactGames/
Steam: https://store.steampowered.com/app/694870/All_Contact_Lost/
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.
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)
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)
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):
(Multiplayer combat action game)
Project uses primarily Blueprint assets.
For this project some of my tasks include:
(Vertical slice of a MMO RPG)
Project uses primarily Blueprints for development
For this project some of my tasks include:
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:
Using Unreal Engine 4 Blueprints (in combinations with c++ for optimising certain routines).
My tasks for this project include:
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):
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):
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:
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:
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.)