Summary
- Game programmer with a passion for creating engaging player experiences.
- 10 years of professional experience in the videogame industry.
- Have released games across a large variety of engines and technologies.
- Have both worked in large teams requiring strong communication and structure, as well as smaller teams or solo, requiring strong self management.
- Have worked with established video game properties such as Pokemon, Need for Speed and Real Racing.
- Experience across multiple platforms, including iOS, Android, Nintendo Switch, Xbox One, PS4.
Professional History
Creatures Inc. / Pokemon TCG Development
Sr. Software Engineer
Sep, 2017 - Current (Japan - Tokyo)
- Worked with external studio on pre-production of an unannounced mobile title.
- Provided insight and guidance to Creatures project managers on mobile development.
- With an agile team, lead development on prototype Switch title.
- Designed and developed a flow to allow 8-players to join the game and manage their controllers.
- High paced action game with a complex collision setup, allowing for smooth resolution of player/player and player/environment collisions, as well as damage and other trigger zones.
- Presented on multiple occassions to executive level at The Pokemon Company
Powerhoof
Porting Developer (Contract)
Aug, 2015 - Sep, 2017 (Australia - Melbourne)
- Ported a Unity game, Crawl, to PS4 / Xbox One.
- Required development of console features such as user management, save games, controller management, achievements and other minor system features and support.
- It also included handling publishing tasks such as ensuring platform compliance, performing QA, organising localisation, ratings and submission.
- Had to work independently and diligently as I worked entirely from home with little oversight.
Super Hi Games
Co-founder / Software Engineer
Aug, 2015 - Sep, 2017 (Australia - Melbourne)
- Worked on a small team with just myself doing programming and an artist, while we shared design and production duties.
- Made games and apps using Unity for iOS/Android.
- A large range of programming tasks and duties undertaken e.g 3D rendering, collision, metagame, currency systems, input and UI.
- First time using Unity in a professional environment, had to self teach and be able to problem solve issues by myself.
- Extended Unity Editor with tools to aid development, for example, created a Voxel Model Animation Tool.
- Released two titles, Block ur Socks, an avatar creation app, and Dr Nakamoto’s Digital Eggs, a digital pet game.
- Developed an unannounced prototype for a large Australian sporting organisation.
Electronic Arts / Firemint
Software Engineer II
Aug, 2010 - Jun, 2015 (Australia - Melbourne)
- All work done in custom in-house engines, mostly utilising C++.
- Used SCRUM/Agile project management methodologies.
- Worked on a title called Spy Mouse with a small team with just three engineers.
- Worked closely with designers and artists to implement game mechanics such as enemy AI, pathfinding, level objects, player controls and menus.
- Worked directly in OpenGL to create advanced visual effects such as particles, warping meshes and texture scrolling effects
- Then was brought onto the Real Racing 3 team several months before launch
- Helped implement a “Quest” system that gave the player small tasks to accomplish for bonuses on each race.
- Worked on other areas in part, such as car repairing, car ownership, race game modes and leaderboards.
- Worked closely with Analytics Specialist to implement effective telemetry for tracking player behavior.
- Then worked on Need for Speed: Most Wanted.
- UI programming in Lua, working closely with UI artists and designers to ensure their vision could be met, implementing generic behaviours and menu transitions as needed.
- Implemented game features to support UI such as race results, in-game HUD elements, car customization and achievements.
- Finally worked on the sequel, Need for Speed: No Limits
- Again worked closely with UI artists to ensure UI met their vision, supporting them by scripting more complex features.
- Worked on game features such as progression, parts economy and currency systems.
Red Tribe
Software Engineer
Feb, 2007 - Aug, 2009 (Australia - Melbourne)
- Worked on Space Chimps, a 3D platformer for Xbox 360/Wii.
- Programmed game movement, enemy AI and level creation tools.
Education
2005 - 2007 Bachelor of Computer Science, University of Western Sydney
Languages
- English: Native
- Japanese: Intermediate
Skills
- Languages - C#, C++, Obj-C, Java, Javascript, PHP, Lua
- Game Engines - Unity
- Databases - SQL, Firebase
- Task/Bug Management - JIRA, Hansoft, Trello
- IDE - Visual Studio, XCode
- OS - Windows, MacOS X
- Version Control - SVN, Perforce, Git
- Continuous Integration - Jenkins
- Graphics API - OpenGL
Misc
- Often take part in game jams, am a long time participant in the Ludum Dare competition where I participate with friends. Programmed for “The Maitre D”, that came first in several categories including Overall.
- Started making games in ZZT, a dungeon-crawl/adventure game engine created by Epic’s Tim Sweeney, when I was a wee lad in High School.
- Contributed programming and design to several Half-Life (and Half-Life 2) mods. Was an active contributor to the HLCoders mailing list, regularly speaking with Valve programmers and offering advice to other developers.
- Try to stay healthy by going to the gym a few times a week.
- Favourite game property is Half-Life!
Contact
Email contact@joncreates.com
Skype nuclearfriend