Andrewdecker Resume

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A n d r e w D e c k e r

G A M E P L A Y P R O G R A M M E R

SKILLS: WORK EXPERIENCE:


Languages MAX GAMING STUDIOS | UNITY ENGINEER Oct. 2017 - Present
C# (4 years)
Unannounced Project | Mobile Physics-based Combat Puzzle Game
C++ (2 years)
JavaScript (1 year) Implement physics-puzzle gameplay mechanics to create a fast-paced and
Swift (1 year) readable experience. Build combat system that reacts to puzzle gameplay.
Engines and Tools Create and Maintain Level Editor that allows designers to quickly iterate on new
Unity 3D (4.7 - 2018.3) and existing levels with modular player objectives and setup variants.
Unreal Engine 4
Microsoft Visual Studio Design and Integrate cross-project and cross-platform UI Framework to allow for
Version Control manageable creation and navigation of UI elements in the UI stack.
Git Write technical implementation plans based on design documents and UX mock-
SVN ups to facilitate multiple developers creating cohesive gameplay systems.
Sourcetree
Perforce Hotel Transylvania: Monsters! | Match 3 Character Collection Game
Work with external client's proprietary frameworks to implement UI functionality
and tween animations to create seemless interfaces.
Collaborate with design and engineering leaders to ensure UI features met
artistic and design standards while being optimized for mobile devices.
CONTACT: Communicate with pre-established team and Quality Assurance testers to fix
Phone: bugs in frameworks and features built by other developers.
(614) 623-8173 Dark Horizons: Mechanized Corps | Online Mech Simulation Game
Email: Adapt existing 1st person mech-piloting mechanics to VR with hand-tracked
[email protected] controllers measuring 3D motion-based interactions to create immersive play.
Website: Create diegetic UI alternatives to an existing screen-space UI that was optimized
andrewdeckergamedev.com for low-end VR rigs while giving player complete situational information.
LinkedIn:
GUESSWORK VR | GAMEPLAY PROGRAMMER Mar. 2016 - Oct. 2017
linkedin.com/in/Andrew-Decker
UNDR[H20] | Fast-Paced Virtual Reality Plumbing Game
Developed motion-driven gameplay mechanics for fixing leaks in a flooding
basement using tools including wrenches, duct-tape, corks and hammers.
Created water system that included rising dynamic water, pipe leak spawning
EDUCATION: reactive to player performance, and clogable and cleanable floor drains.
GAME U| INSTRUCTOR Jan. 2018 - Dec. 2018
Ohio University
Taught children aged 6-18 game development and programming logic, as well as
Bachelor of Science in
game design and level design processes.
Communication
Tutored students incrementally advanced game development tools, including
Major: Games and Animation
Microsoft's Project Spark, Minecraft Modding, Game Maker Studio, and Unity 3D.
Minor: Computer Science
Class of 2017
PERSONAL PROJECTS:
Paper TAZ | Paper Mario Inspired turn-based RPG Solo Project

REFERENCES: Create data-driven battle scenario systems to make designer-friendly scenario,


enemy, and player editing tools including modular enemy AI patterns.
Jason Seabaugh Create action command attack system resulting in easily editable quick-time
[email protected] attacks allowing a combination of strategic and skill based play.
Tech Artist, Kung Foo Factory Nightshade | Networked Asymmetric Stealth Shooter 5 Team Members

Tyler Blust Designed and Implemented a wide array of stealth and shooter character
[email protected] abilities to create cat-and-mouse 3 vs 1 gameplay.
Co-Founder, Guesswork VR Utilized Unity's UNet system to create fast, peer-to-peer networked play with
player-hosted connections.

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