➖ Christopher A Email and Phone Number
Passionate about programming, games development and teaching. Excited to learn new things and share knowledge with others. The aim is to one day release my dream game which tells an interesting and fun story and provides great gameplay.Experience:• Familiarity with the [Perforce] Version Control System• Familiarity with the [Microsoft Visual Studio] Integrated Development Environment• High level of experience with the [C#] Programming Language• High level of experience with the [C++] Programming Language• High level of experience with the [Ruby / RGSS3] Programming Languages• High level of experience with the [Unity3D] Game Development Engine• High level of experience with the [RPG Maker VXAce] Game Development Engine• Experience publishing/releasing apps on the Google Play and Apple App stores. • Experience with tutoring others.• Experience with the [Lua] Programming Language• Experience with the [Microsoft .NET Framework]• Experience with [Windows Forms]• Experience with [OpenGL and SDL]• Experience with the [FMOD Sound Library] in C++• Experience with the [RakNet Networking Library] in C++• Experience with the [TinyXml Library] in C++• Experience with writing [Regular Expressions] in the Ruby, C# and C++ languages• Experience with writing [Shaders with GLSL]• Minor experience with the [Love2D] Game Development EngineFinished Games/Applications:* "Terrorform" - PC (2013)* "Diamond MIDI Player" - PC (2013)* "Joko's World ~ Joko's Flute" - Android : iOS (2014)* "Joko's World ~ Tambourine" - Android : iOS (2014)* "Joko's World ~ Balafon" - Android : iOS (2015)* "Splatfest" - Android : iOS (2015)* "Ballistic Baseball" - iOS (2019)* Dumb Ways to Die 5 - Android : iOS (2019)* Dumb Ways to Die 6 - Android : iOS (2020)
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Mid Games ProgrammerPlayside Dec 2019 - PresentMelbourne, Victoria, AustraliaA mid-level engineer working at a large studio with 50+ developers, working on a wide range of games and tasks. Currently responsible for managing the Dumb Ways To Die franchise; and developing automation tools to assist future games development. -
Mid Games ProgrammerGameloft Jun 2018 - Dec 2019Brisbane, AustraliaWorked as a programmer in this large studio of over 50 developers. My job role consists of developing debug tools, graphics programming and games programming. A major aspect of my position is to bridge the gap the games and non-programmers by providing debug scripts to allow the individuals to place the games in a state where the individual can test what they are working on in an efficient manner without breaking the flow of the game. -
Lead ProgrammerCultural Infusion Feb 2014 - Jun 2018Collingwood, VicProgrammer lead: delegating tasks to available on-hands programmers, communicating between the design and art teams and attending meetings that require discussions regarding the limitations of our targeted systems (such as available compression methods) & any info on our capability to implement proposed designs in the desired time frame as well as suggesting alternatives if it cannot be met. Using the Unity3D game engine as out main development tool to create games/applications we created an early prototype/proof of concept to showcase the idea which the company had in mind for a future gaming brand which is aimed at children - young adults in the hopes of promoting cultural understanding and knowledge through it's interactive learning style. Using this prototype the company reworked the entire game design to fit a new play style based on user feedback and team suggestions/desires. Allowing for the same interactive learning content whilst providing the player with less linear game play. While the design and art teams are using their available resources to create the vision for the big project we set out to create from the beginning, they are also helping to design a new smaller series of apps. Working together we recently released our first app of this mini series designed to promote the brand of the company and create a consumer base. We plan to finish and release our second app in the series in the coming months.Check out: Joko's World ~ Joko's Flute. -
Games ProgrammerMonolith Soft Jan 2017 - Feb 2018Kyoto, JapanA mid-level programmer working in an established games company of 150+ employees - Worked with a team of 30+ people on an unannounced project. - Responsible for self-allocating any tickets from the backlog and creating the code required. - Responsible for communicating with Tech Artists and Designers to ensure adherence to vision. - Occasionally responsible for developing debug tools via Python. - Was occasionally tasked with helping managers communicate with non-Japanese speakers. -
StudentAie Melbourne Feb 2012 - Dec 2013Melbourne, AustraliaLearned the basics of programming whilst in the beginning stages of the course and worked our way up into the advanced topics of programming including but not limited to Shaders, Physics and Networking.Beginning as a student with absolutely no prior programming experience nor specialist math qualifications, it was a rough start into the career. Struggling to keep up and constantly requiring the help of those more experienced than me, eventually the concepts of programming just 'clicked' and I became an independent worker after 6 months of studying. Which allowed me to focus more often on debugging my code without external assistance and helping out other students who were stuck.Later I would use the assessment tasks as an excuse to make my own games, namely 'Forest of Serenity' (an unfinished game made solo in just six weeks. It includes both a Level Editor and Animation Editor created in windows forms to help speed up the game creation process) and 'Diamond MIDI Player' (which allows you to play midi files and have visual cues as to how the audio is played in addition to allowing you to use your own personal music keyboard as an input source).As we continued into the later period of the course, we began work on a group project which consisted of programmers and artists working together to produce a playable and nice looking game; our game being that of an on-rails shooter with the play style of the good old Starfox games (dog-fighting in the sky) made using the Unity3D Engine. As a member of the programmer division (and on occasion the unofficial programmer lead when the official one was away on sick leave) we created scripts to help make the game an enjoyable experience, with my scripts being primarily focused on the Artificial Intelligence of all friendlies/enemies and the various sound effects heard throughout the world as you pass through it.In the end our game received a nomination for the best game produced at AIE in 2013.Check out: Terrorform
➖ Christopher A Skills
➖ Christopher A Education Details
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Computer Programming
Frequently Asked Questions about ➖ Christopher A
What company does ➖ Christopher A work for?
➖ Christopher A works for Playside
What is ➖ Christopher A's role at the current company?
➖ Christopher A's current role is Mid Games Programmer at PlaySide.
What schools did ➖ Christopher A attend?
➖ Christopher A attended Academy Of Interactive Entertainment (Aie).
What skills is ➖ Christopher A known for?
➖ Christopher A has skills like Network Programming, Regular Expressions, Opengl User, Windows Forms User, C# Programming Language, Publishing Apps, Creating Level Editors, Visual Studio, Sdl User, Fmod User, Ruby Programming Language, Opengl.
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Christopher A.
Sydney, Nsw -
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