Having over 10 years experience in software and games development across a wide range of platforms from mobile (Android,iOS, Nokia(Symbian/QT)) to home console (Xbox360, PS3, PSVita, DS, Wii) to PC and Mac development I have worked on a wide spectrum of applications and games covering many software disciplines. Specialties: • C/C++/Objective C/C# Programming languages • Java, Lua, Python, ActionScript • High level of experience with OpenGL and OpenGL ES • Familiarity with OpenCL and CUDA development • Use of QR Codes to disseminate digital game content. • Quick to learn new areas of code • Skills with a variety of version control systems (SVN, Perforce, Mercurial) • Great at communicating with other members of development team Published Games/Applications (Sample): • "Don King Presents: Prizefighter" - Xbox 360 (2008) • "Ride to Hell" - PS3, Xbox 360, PC ( 2009 - in Development Hell ) • "Kamicrazy" - iOS (2009) • "Cleopatra" - iOS (2010 - developed for IGT) • "Fun Felt" - iOS ( 2010 ) • "Pocket Tours" - iOS (2010) • "Revolve" - iOS/Nokia/Android (2010) • "Cupple" - iOS (2010/11) • "Thorn Lighting Mobile Application Proto-type" - Mobile application for controlling office light settings using DMX wireless protocols (2011)
Current project: https://www.assetstore.unity3d.com/#/content/16417 I have been a full-time freelance game programmer since 2012. For me, this is not some low priority hobby I do on the side, for a few extra dollars. It's all I do. I am only interested in games, built with Unity or Unreal. The main priority for any project, from my perspective – perfecting and expanding my technical abilities. I am not a mercenary that jumps ship at the first sign of trouble (any trouble), or if some other interesting, irresistible offer comes up. To the best of my abilities, I will lead your project to completion. Win-win - you achieve your goals - get your project, while I have some jaw-dropping game to show after months or years of work. I am autonomous, self-sufficient, affordable and loyal. Any game studio or indie project would be lucky to have me. I am a perfectionist, completely self taught. I have an unforgiving eye for detail, quality and beauty, and I am a ruthless tester. Whatever comes out of my hands is pushed to the limits of detail and perfection. I do not take shortcuts, I do not do patchwork, even if nobody will know, and nobody will see. I will know. I consider simplicity to be the core of performance, and I never leave behind a single useless line of code. In fact, 59.6% of my classes have no update loops, and the rest up to 82.7% have a single "if". There is not much in a game that should run at 60 frames per second.
3D rendering engineer and C++ developer with more than 6+ years of experience in game development. My direction on work mobile or console game. Skills: C++, OpenGL, OpenGL ES, Dx9, Dx11, PS3, XBox, Objectitve-C, iOS, Java, MSVC, Xcode, Eclipse, Qt Creator. I work with: Unreal Engine3(with source code), Ogre, CryEngine, Unity. Ended Projects: - Magrunner: Dark Pulse - Sherlock Holmes 7 - Sherlock Holmes 6 - Sherlock Holmes iOS - World of Battles - The Precursors - White Gold: War in Paradise - Super Monkey Ball(for Verizon, Sprint) Now I am working at Wargaming.net
My name is Luca Fadigati and I’m a freelance interactive designer based in Italy, Effective Studio is my own firm. Since 2002 I have worked as freelance web designer for many web agencies in Italy and I have personally supported firms durign the creation of their websites. A close collaboration is really important to better understand my client’s desires and get great success. In January 2004 I started to cooperate with Milestone srl, an Italian software house actives in the videogame world and focused on the racing game genre. I am a Lead UI Artist and I achieve graphics and animations for menus and ingame interfaces (User Interface and HUD). Since December 2007 I have been Creative Director in the i-muse project, a new interactive videoguide planned for museums, art fairs, natural parks and tourist offices. This guide is currently in use at the Silk Museum in Como. Effective Studio realizes web and videogames user interfaces. Thanks to the achieved experiences during these years I can create several user interfaces suitable for different media (TV, web, videogames, interactive cd, etc.).
I am a creator of videogames, serious games, games for medical therapy and educational games and was an educator and curriculum developer for higher education. I specialize in working with grant-funded projects and educational and medical professionals, but have also developed games for entertainment and recreation with teams as large as 30 members. As an independent designer I've worked on games for the Discovery Channel, InstantAction and the Department of Defense. I am experienced with the production pipeline and am comfortable with many development tools as well as Scrum and Agile production methodology. I am an ardent believer in prototyping before production and during development. As a designer for serious games and educational software, I am extremely wary of "gamification" that is just adding "gold stars" to a quiz or flash cards. Games excel at demonstrating systems, not delivering facts. My games give you a personal and compelling reason to keep playing, not superficial rewards. During my years at the University of Advancing Technology I designed, developed and delivered over 30 courses and shaped the game program's deployment. 65% of the school's population takes courses I developed. I led or pioneered numerous student and staff projects, mentored hundreds of students through their program of study and helped to create one of the most complete, well-rounded "game degree" programs in education today, using the very latest APIs, tools and platform--all of it hands-on. I created and delivered courses such as Rapid Game Prototyping, Writing for Interactive Environments, Evolution of Electronic Games, Game AI Concepts, Experimental Gameplay, Serious Game Design and Casual Game Design. All of these courses terminated in portfolio-level projects and were as grounded in industry practice as possible. I'm also an accomplished writer and editor, at one time the Senior Editor of Inside Mac Games magazine, as well as a contributor to numerous publications. Specialties:My primary skills are in game design, interactive writing, editing, rapid prototyping, curriculum design and development and producing small projects. I'm also an experienced video editor (Avid, Combustion, Final Cut Pro, Motion, Soundtrack) and Photoshop user with 18 years of web design and creation experience. I am comfortable programming in Python and various game engine scripting languages including ActionScript and iOS development tools as well as C# and XNA.
I thrive the most when challenging myself in my passion here in life, namely Game Design. It is within this field where I get the opportunity to push my unique strengths and skills within Game Design, Project Management, and Game Development to the limit and beyond. However, above all, to be one of the lucky keystone players who are part of and shape the future of video games. Specialties: • Innovative mindset – love creating constructive and creative solutions to problems. • Adept skills in spotting, adapting new trends and new technologies – but foremost, how to make creative use of them while creating interactive experiences. • Skillful and diverse team player – gift for doing solo raids as well as collaborating to find the best solutions for the project. • Extreme passion for social digital media, gamification, micro-transaction business models and player behavior psychology
Software engineer with over 6 years professional experience. Proficient in C/C++/C# and Obj C. Vast array of experience ranging from working on large AAA console titles, to small independent mobile applications. I've worked with some of the biggest franchises in the video games industry, including Star Wars. Seen three mobile Software title shipped on multiple platforms reaching an audience of over five million. Writing cross platform, performance critical professional grade code. Designing and implementing object oriented systems. Working with proprietary systems as well as commercially available middleware. As a freelancer, I've most recently ported an entirely native application from iOS / Android / WinPhone over to OS X. I've also dealt with developing, producing and maintaining the incredibly popular Unity Asset store plugin uSequencer, used by over 100 companies worldwide, including Disney Entertainment Interactive and Zynga
Over the last 2 years, I published 2 games to the AppStore. My first one, Soap Bubble Bingo, is a board game for iPad with an online leaderboard. Piano for Kids is my second game which teaches children how to play the piano in a playful manner. I provide the following services: - Game design - Cross-platform game development with Unity3D (Android, iOS, PC, Mac OS, Linux, PS3, xbox360, Web) - Interaction and usability consulting - Game testing - Quality Assurance - Porting of established games - Coaching agile development methods for game developers
After Dark Studios specializes in Game Development for Sony PlayStation 3 & PlayStation 4 / Microsoft XBox 360 & One / Apple iOS / Google Android / Mac & Linux. We offer contract and consultancy services to the games industry along with developing our own IP & cross-platform technology. With over 20+ years in the Video Games industry, our engineers have worked for various companies (Sony Computer Entertainment - Electronic Arts & Codemasters to name a few) on various 'AAA' tiles and in the Core Technology Groups (CTG).