Work at Crytek GmbH
Time Frame: 05.2020 - 03.2025
Roles: Junior Game Programmer, Game Programmer, Senior Game Programmer
Responsibilities
Design and implementation of enemy AI
Implementation of prototype behaviors
Refactoring implementations as complexity and my experience increased
Prototyping new AI systems, such as systems for managing enemy escalation, attacks and coordination between units
Adapting existing AI tech such as navigation systems to fit the projects needs
Prototyping, designing and implementing a flexible Vehicle System
Creating a gameplay prototype to evaluate what is needed for the system
Designing and implementing the system and using it to recreate the gameplay prototype
Implementing tools to debug the system
Fixing bugs across Game, Systems, UI and sometimes Engine Code on PC, PS5 and XBox Series X/S
Creating and refining debug tools and utils
GUI tools within the game client
A manager and menu for binding functionality from other menus to shortcuts that can be adjusted by each developer individually and carry over between compatible builds
Unifying and improving two different versions of a menu for setting variables and executing commands in the CRYENGINE console, with an additional web based GUI implemented using javascript, HTML and CSS
Improving tools for spawning entities at runtime
A tool for changing character skins on demand
A tool providing quick access to all other tools using a search functionality
A menu for spawning the player at annotated spawnpoints
Improving tools to manage available game content such as spawn points, loot and loadouts during playtests
A tool for easily placing 3D text in a level
A lightweight hierarchy based prototype UI framework that is resolution and aspect ratio agnostic and can be used to create UI prototypes easily from code and data
Implementation of automatic detection of a hard to reproduce bug, which then automatically dumped a selection of debug information to aid investigation
Working on various gameplay systems
Player drops and pickups
Camera
Player spawning and respawning
Mission objectives
Prototyping, implementation and tweaking of HUD and UI functionality
Contextual ping markers for communication within a team
Incoming damage indicators
Equipment HUD
World markers that can be confined to boundaries within the screen
A prototype system to display a deck of static slides on screen
Initial implementation of an animation purchase screen
Adding functionality to hide menu cards dynamically
Improving gamepad detection and analog input handling
Profiling and Optimization
CPU performance
Memory consumption
Loading times
Code compilation times
Porting game code between versions of CRYENGINE
Cleaning up technical debt
Fixing asserts
Streamlining serialization code
Prototyping character customization systems with a GUI
Designing early drafts for an ultimately cut system that was supposed to track and sync certain actor data across all game clients
Implementation of mission state dependent audio feedback
Providing code support to other departments as needed
Interviewing and grading work samples of potential new hires for programming and other positions
Game design for player mechanics
Organizing team wide playtests, including collecting and filing feedback