Unity developer with extensive experience in designing and building massive, procedurally generated, multiplayer supported worlds and game systems to operate highly performantly at scale. While working on my own "Skyrim meets Minecraft" multiplayer RPG Sword and Stone, I designed, built, and rebuilt time and again systems which operate at massive scale. With few exceptions, I wrote all code for the project personally including RPG systems such as inventory and combat to custom physics handling, custom real-time 3D A* pathfinding, and much, much more.I was then hired as the sole simulation engineer assigned to build and maintain an MMO scale procedural world with simulated weather and erosion (1 billion voxel mutations per second) for an unannounced, in development project led by Raph Koster, funded by Kakao Games and other financial investments. From there, I stepped into a founding Unity Engineer role for an unannounced, in development, blockchain based MMO where I designed and built an infinite, procedural world targeting WebGL (which requires extensive optimization and care) while creating best practice guides, interviewing new candidates, and building tooling for other departments to interact with that world. I'm now an indie developer full time working on an ambitious new project, but am always open to roles on ambitious teams looking to innovate or needing my unique skill set.
Self-Employed
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Indie Game DeveloperSelf-Employed May 2020 - PresentFor the past three years, I've been solo developing Sword and Stone, a "Skyrim meets Minecraft" multiplayer RPG set in a vast procedural world which weaves user generated structures, quests, and more into an uncharted expanse daring to be explored.
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Head Of Product DevelopmentFuture State University May 2024 - Aug 2024 -
Founding Unity EngineerArgus Labs Feb 2023 - Apr 2023At Argus I had the pleasure of designing and building an infinite, procedural world for an experimental blockchain based MMO targeting WebGL. I also created documentation, best practice documents, and onboarding processes for new developers while interviewing and providing feedback on hiring decisions for that team. Finally, I built tooling for interacting with the world as well as foundational pieces of the pipeline for other departments to quickly and safely iterate on the project. -
Simulation EngineerPlayable Worlds Aug 2021 - Jul 2022At Playable Worlds, I was hired as the sole simulation engineer assigned to transforming a proof of concept procedural world simulation to a highly performant and scalable system targeting an MMO scale. This system included real-time weather and other advanced simulations handling 1 billion+ mutations every second supporting up to 200 connected players actively building or destroying the terrain, often mid-combat. Additionally, I worked with other teams to implement safe, scalable tooling for interacting with the simulation. I also provided insight to design and gameplay teams best practices for designing gameplay systems to work within the simulation at that scale. -
Game DeveloperSword And Stone May 2020 - Aug 2021Designed and built a massive, procedurally generated voxel world with multiplayer support, custom physics, custom 3D A* pathfinding with realtime recalculation, and a world generation system able to generate 250,000 voxel placement or destruction while maintaining 120+ fps targets.
Jordan Marsh Skills
Jordan Marsh Education Details
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Liberal Arts And Sciences, General Studies And Humanities
Frequently Asked Questions about Jordan Marsh
What company does Jordan Marsh work for?
Jordan Marsh works for Self-Employed
What is Jordan Marsh's role at the current company?
Jordan Marsh's current role is Procedural multiplayer at scale (5+ year Unity developer, simulation engineer, and indie first and foremost..
What schools did Jordan Marsh attend?
Jordan Marsh attended Southern New Hampshire University.
What skills is Jordan Marsh known for?
Jordan Marsh has skills like Unity3d, Redux.js, Bootstrap, Git, Web Development, Front End Development, Css3, Unity, C#, Javascript, Scss, Html5.
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