Software Developer
CurrentContinuing to work on Mythic Realms and push it towards a full release!
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@petricoregames.com
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Sebastian Schindler is listed as Software Developer at Petricore, a with 8 employees, based in Worcester, Massachusetts, United States. AeroLeads shows a work email signal at petricoregames.com and a matched LinkedIn profile for Sebastian Schindler.
Sebastian Schindler previously worked as Contract Software Developer at Petricore and Co-Founder at Starflight Studios. Sebastian Schindler holds Mfa In Interactive Media Development, Game And Interactive Media Design from Clark University.
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I’m Sebastian, a multifaceted developer-designer dedicated to creating dazzling experiences since 2017.I specialize in UI programming and Systems Design, but have proven to succeed in pretty much anything that gets thrown at me. My experience stretches from small, standalone gameplay mechanics to structuring entire system frameworks for larger projects.If you wanna know more, just head over to my website!
Listed skills include Game Development, Computer Programming, Unity Game Engine, C#, and 18 others.
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Worcester, Massachusetts, United States
Continuing to work on Mythic Realms and push it towards a full release!
Worcester, Massachusetts, United States
I joined the team for early development on Mythic Realms, the world's first passthrough RPG for Meta Quest. Thanks to my prior experience working on MR applications, this role was a seamless transition for me. I was also responsible for assisting FableVision Games with an internal prototype of their newest interactive educational app, I-SPEAK.-Overhauled interaction system with a more scalable and modular approach for XR-Revamped current MR gameplay to incorporate rogue-lite elements such as temporary stat buffs, item loss on death, and rest areas-Created several improvements to the UX of our MR flow, including auto-equip and visual input aid-Revised audio system for better interfacing across our codebase and better organization within the project-Developed idle store system having shops restock their wares daily and being able to purchase/sell items-Worked on incorporating accessibility features to the game such as teleport movement, snap turning, and tunneling vignettes-Closely communicated with lead developer/designer to consistently deliver regular updates each week and meet our Sprint goals
Starflight Studios is the name of my indie studio which I release my own independent/personal projects under. I have created three games so far:-Defender of Atlantis, 3D Tower Defense Game (PC)-Shooty Dart, Arcade Dart-Throwing Game (iOS/Android)-Spellgroove, 2D Side-Scrolling Beat-Em-Up (PC)
Manhattan Beach, California, United States
Working at BadVR has been very different from my career as a game developer, but I've been able to learn so much not only about the world of VR/AR, but also a slew of relevant engineering experience!Worked on SeeSignal, winner of the 'Made With Unity' award at I/ITSEC.- Performed numerous bugfixes and assisted with the successful deployment of SeeSignal to Meta Quest 2's AppLab and Microsoft's HoloLens 2 to various clients.- Developed an automated testing suite as well as a self-diagnostic system for the company's core components.- Developed a variety of debugging tools both in-editor and on-device to assist with confidently tracing down issues.- Performed large scale code reductions and revisions across various manager scripts.- Ran extensive profiling tests, analyzed and compiled processed data, and reported all findings to the team.
Worcester, Massachusetts, United States
Worked alongside Petricore, Inc. with adapting a slew of mobile games from MassDiGI and Petricore to a TV set top box.Responsibilities included:- Studying and documenting the TV box for future endeavors with it- Optimizing 3 of the 8 games to run at or near 60 FPS on very low-end hardware (CyberDrive 2077, Save the Flame!, Little Grimm)- Creating new builds for the aforementioned games every week and uploading them onto the TV box- Stress testing each build to ensure adequate performance- Communicating/collaborating with other team members on fixing issues in their respective games
This year, I am a programmer and build manager on a special team dedicated to reviewing past MassDiGI titles and seeing what they need to succeed in the marketplace. Games include Line Slider, Save the Flame(my own original game), Wizdy Pets, and Wizdy Diner. My responsibilities included:- Upgrading Wizdy Diner's engine version and fixing the bugs that came with this- Stabilizing Save the Flame's mobile build, including adding new content like enemies and boss variety- Creating builds for iOS/Android every week to gauge stability
I am the current team lead/product owner for Save the Flame!, a side-scrolling endless runner where you travel across the spirit world to reclaim humanity's core.
Worcester, Massachusetts
I was a part of MassDiGI's 2019 Summer Innovation Program(SIP), a competitive internship that accepts only 25 out of 300+ applicants. During SIP, I worked with a team of 6 on Save The Flame!, a mobile side-scrolling infinite runner where you dodge obstacles, collect power-ups, and go through different worlds to defeat an evil demon named Onii. My main responsibilities were the following:UI Framework:-Using my knowledge of previous UI work, I was able to create a framework for all UI screens that we wanted to have in the game. Using our custom Game Event system, we were able to toggle various screens when the appropriate event was called. This also made it so the UI framework itself was very modular, meaning any number of additional screens could be added with minimal effort.Parallax System:-As Save The Flame! is a side-scrolling infinite runner, I knew that moving the environment in parallax would prove to be very optimized for mobile. I began working on the system and managed to complete a basic version of it within a day, allowing for any number of background layers/objects to exist, each with their own custom scrolling speed and auto-sizing.World System:-As our game was to feature multiple worlds, a huge task was to change the game upon entering a new world both visually and mechanically. To do this, I created a World Manager system that was able to detect when the game transitioned to a new world, update all backgrounds to match a child system that contained all assets and behaviors needed for the next world, and set when the boss itself would spawn and what attacks it would use.Animation System:-Our game aims to have a lot of visual flare, and as such creating an extensive animation system was key. I was able to use Blend Trees for the player animations, controlling when you would be flying up, down, idle, dying, etc. I was also responsible for creating all UI animations via Easing Curves.iOS/Android Builds:-Built game
Greater Boston Area
I was made Producer/Project Owner for the game Takeover Trail. During this time, I worked with my team to mold an existing game, Takeover Trail, into a new game known as Brainwashing Campaign.
Greater Boston Area
- Brought new members of the team up to speed, introducing the game, its strengths, weaknesses, and value- Assisted Producer with delegating tasks, organizing our task tracking system, and creating presentations- Promptly delivered iOS and Android builds every week to our 50+ testers- Mentored and directed the programmers on better code structure, guidelines, and habits
Greater Boston Area
- Handled linking the four main characters to the four main traits in the game - Designed, programmed, and implemented the new first level (Ring of Calypso) - Incorporated leader-board support for Game Center/Google Play for the first level - Communicated with the artists and directly implemented their work into the game - Fixed over 20 known bugs - Android Build Manager tasked with debugging and pushing weekly builds to our 30+ testers
I worked on Depths of Sanity, an award-winning underwater Metroidvania slated to release in June 2020 for Xbox One, PS4, Nintendo Switch, and Steam. I was a UI and systems programmer that was responsible for the following tasks:Modular Pause System:- One of the first tasks I was tasked to do was to overhaul their previous pause menu to fit the old 50s CRT look. This included creating a menu system that worked to the likes of Super Metroid/Fallout's Pip Boy. I created a system that would allow team members to easily drag and drop new menus onto the main pause menu, complete with menu and sub-menu navigation/behaviors.Enemy Bestiary System:-With the pause menu framework in place, I was able to start working on a handful of the systems the main designer wanted there. The first was the bestiary system. Using Scriptable Objects, I was able to create a main Bestiary Manager that was able to detect when an enemy was killed, either creating a new bestiary entry for said enemy, or updating the kill count listed in the bestiary. This also came with a button override to open the pause menu and automatically navigate to the bestiary upon adding a new entry.Equipment Screen:-After the bestiary framework was completed, I was also tasked to create an equipment screen. This would serve as a visual indicator for what ship equipment was or wasn't unlocked/discovered. The screen would iterate through all the potential equipment pieces, display said equipment, and show a list of all unlocked upgrades for the specified equipment.Graphics Settings Options:-A minor task I also took care of was setting up the graphics settings menu to properly navigate to all the various options we wanted in the game. I also took care of implementing a number of resolution setters, quality settings, and something idk
Worcester, Massachusetts
Course number: GAME-1120I worked as a Teacher Assistant for an Intro to Game Development course at Becker College. The courses' main goal was to introduce students to Game Design, understanding the reality of making games and making what was students' first game in Unity. During my time teaching Intro (as I will abbreviate it to), I was responsible for the following:Extending Teacher Lectures:-As I aim to be a professor myself, during teacher lectures I was allowed to extend the topics we were discussing to include additional examples and points of my own. These were done to help students understand the material better and occasionally provide a better example of what the professor was trying to discuss.Unity and C# Guidance:-During the second half of class, we would switch from a lecture on design to a practical application of game development within Unity, known as lab time. As the teacher was discussing how to create specific projects, I would help any students during lab time catch up with the rest of the class if they didn't understand a specific programming task or had technical difficulties with Unity.External Course Assistance:-Despite my job hours existing during class time, I truly wanted to ensure students were getting the course material. So I extended my hand to students for further assistance outside of class, despite me not getting paid more to do so. This course was very similar in structure to my time working as an Intermediate Game Development TA, so the responsibilities were ultimately the same.
Worcester, Massachusetts
Course number: GAME-2120I worked as a Teacher Assistant for an Intermediate Game Development course at Becker College. The courses' main goal was to further educate students on design elements and principles and extend students' knowledge of Unity and C#. During my time teaching Intermediate (as I will abbreviate it to), I was responsible for the following:Extending Teacher Lectures:-As I aim to be a professor myself, during teacher lectures I was allowed to extend the topics we were discussing to include additional examples and points of my own. These were done to help students understand the material better and occasionally provide a better example of what the professor was trying to discuss.Unity and C# Guidance:-During the second half of class, we would switch from a lecture on design to a practical application of game development within Unity, known as lab time. As the teacher was discussing how to create specific projects, I would help any students during lab time catch up with the rest of the class if they didn't understand a specific programming task or had technical difficulties with Unity.External Course Assistance:-Despite my job hours existing during class time, I truly wanted to ensure students were getting the course material. So I extended my hand to students for further assistance outside of class, despite me not getting paid more to do so.
Worcester, Massachusetts
Course number: CPTR-1100- Assisted professor with lectures by asking common questions that show where potential pitfalls may lie- Helped students during lecture catch up when they were stuck on a previous concept/assignment- Worked with students who were new to C++/Visual Studio to get them up to speed- Gave each student individual time to help locate and fix any issues they were having- Offered more advanced challenges to students that felt up to it
Other employees you can reach at petricoregames.com. View company contacts for 8 employees →
Emma Lowry
Colleague at PetricoreGreater Boston, United States
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Karina S.
Colleague at PetricoreWorcester, Massachusetts, United States
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Joel Macfadyen
Colleague at PetricoreColumbus, Ohio, United States
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Cristhel Soledad Acuña Ovando
Colleague at PetricoreCity Centre, Tabasco, Mexico
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James Spavold
Colleague at PetricoreWorcester, Massachusetts, United States
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Brittany Cook
Colleague at PetricoreWorcester, Massachusetts, United States
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Stu Milberg
Colleague at PetricoreWestport, Connecticut, United States
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Oliver Awat
Colleague at PetricoreSpringfield, Massachusetts, United States
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Degree was cut short due to the institution closing down in the Summer of 2021. I continued my education at Clark University.
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Sebastian Schindler works for Petricore.
Sebastian Schindler is listed as Software Developer at Petricore.
AeroLeads has found 1 work email signal at @petricoregames.com for Sebastian Schindler at Petricore.
Sebastian Schindler is based in Worcester, Massachusetts, United States while working with Petricore.
Sebastian Schindler has worked for Petricore, Starflight Studios, Badvr, Massdigi, and Bomb Shelter Games Llc.
Sebastian Schindler's colleagues at Petricore include Emma Lowry, Karina S., Joel Macfadyen, Cristhel Soledad Acuña Ovando, and James Spavold.
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Sebastian Schindler holds Mfa In Interactive Media Development, Game And Interactive Media Design from Clark University.
Sebastian Schindler is listed with skills including Game Development, Computer Programming, Unity Game Engine, C#, Game Design, Blender, 3D Modeling, and Video Games.
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