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