A passionate game developer, concentrating on tool and gameplay programming, with understanding of programming concepts, mathematics, and physics, seeking a memorable challenge.
“Anno 1800 – Tool Development“, Ubisoft Blue Byte Mainz, Junior Tool Developer (02.2020 – today)
The critically acclaimed game “Anno 1800″ just announced its going to support a fourth year of additional content. To enable the team to still support the game with new content new internal tools were needed while old ones need to be maintained. In a two-man team, we created a new tool to manage essentially all data that is necessary for the game. At the same time, it provides a high degree of freedom for programmers to create new balancing values for the game designers. We also needed to break with old assumptions to enable support of the “Eden Burning” scenario. This roguelike scenario is behaving radically different from the main game, thus we needed to find a way to separate the data of the scenario from the main game within a short time frame.
Some tools share a code base with the main game, which leads from time to time to new bugs within the tools. In response to this we need to be able to quickly locate and fix the bug or delegate it to a gameplay programmer who knows the details of the system in question. However, it is not always possible to delegate this as some systems have been changed for the tool, thus we also need to fix the bug on the tool side.
“DB Systel“, Immersive Technology Team, 6 Months student employee (10.2018 – 03.2019)
DB Systel is the main provider of IT solutions for the Deutsche Bahn AG. I evaluated different solutions for mobile phone-based AR-technologies in conjunction with the Unity Engine. I extended an existing proof of concept application, by adding an object-based visual recognition solution to the application. Moreover, I implemented the UI of a published AR-visualization of a train station.
“Anno 1800“, Ubisoft Blue Byte Mainz, 6 Months internship (03.2017 – 09.2017)
In the Mainz studio of Ubisoft Blue Byte, I completed a 6 Months internship in the Anno team. From the first day I was involved in the developing process of “Anno 1800″. Following the studio policy most of my task were “nice-to-haves” for the end product, which include mostly the animal system for the game. As the animals have no gameplay effects it was a suitable task I was able and allowed to work on. At the end of the internship, I implemented most of the animal behavior and reworked the rest to sometimes a smaller or a bigger extent. But I also worked over the course of the internship on different gameplay features, e.g. the incident system (implementing when fire, illness or a riot is triggered) and a subset of articles visible in the newspaper.
University and Private
Bachelor’s degree in “Animation and Game” at Darmstadt University of Applied Sciences, Germany (10.2015 – 10.2019)
