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[PAID] C++ Gameplay Programmer - Kamil Grodecki

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    [PAID] C++ Gameplay Programmer - Kamil Grodecki

    Skillset(s)

    Programming C++/UE4:
    • Using C++ 11/14 with UE4 API (and DirectX)
    • High interest in algorithms and optimization
    • RenderDoc, NSight rendering debugging
    • Understanding of PBR pipeline in DirectX 11 rendering
    • Prototyping and integration of UE4 Blueprints with C++
    Tools:
    • Git (SourceTree, Git cmd), Subversion (Tortoise), Plastic SCM
    • Basics of materials in UE4 Editor
    • Knowledge of Jira software
    Others:
    • C# oriented on working in Unity engine
    • Optimization using Unity Profiler – code, physics, mostly focused on rendering optimization and budgeting including console development
    • B2 English (finished English course at AGH University B2 level)

    Previous Work:
    • TBA, team with about 25 members, UE4:
      • Designing code architecture for further gameplay development
      • Working close with designers to integrate Blueprints with C++
      • Using modern C++ (C++11/14) with Unreal Engine 4 API
    • God's Trigger, team with about 25 members, Unity - https://store.steampowered.com/app/488730/Gods_Trigger/
      • Implementing new gameplay features and mechanics
      • Debugging and cleaning existing code
      • Optimizing game – code performance, physics usage, reducing unnecessary rendering
      • Creating tools with UnityEditor class
      • Working with issues regarding consoles optimization
    • Amateur, HOPA/VN game created with one designer and artist: (0:00-0:25 https://www.youtube.com/watch?v=3TD77W8-NO4)
      • Dialogues system with dedicated editor
      • UI animations made with C# and Animator
    Personal Projects:
    • Ancient Drone Remake – 2D DirectX11 Engine:
      • Recreate game jam 2D game using DirectX11, C++, HLSL
      • Physics engine, rendering pipeline based on billboards
      • Map editor based on tiles, XML files using Tiled
    • LEngine – Forward rendering Engine (In progress):
      • Materials editor generating HLSL code (based on UE4)
      • Base scene management
      • PBR pipeline with multiple lights
      • IBL with skybox and environment map generation
      • Postprocess stack
    And many other games presented in 2017 Game Development Reel.


    Portfolio:

    https://github.com/komilll

    Contact:

    Discord: komilll #1994
    Unreal Engine Forum PM

    Additional Information:
    • Available to work ~30-40h per week until September (I work full-time on daily basis) and ~20-25h after September
    • Remote work only
    • Mostly interested in code optimization, code architecture, good practices of clean code and algorithms
    • Prefered working on core mechanics and system architure (GameManager, Loading system and other underhood systems) and/or gameplay
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